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  1. Hey Squaddies! We're going to be doing another livestream on Twitch tomorrow, Friday, 4/20 at 7 AM Pacific, 1400 UTC. We'll have ChanceBrahh on to discuss mapping, including some of his work that you may have seen in the most recent recaps. Our channel is http://twitch.tv/joinsquad. If you can't make it, we'll be archiving the chat for later viewing. If you can make it, come ask Chance some questions! View the full article
  2. This week, we look forward to Alpha 3.2 with a PU project update looking at the current Roadmap, and explore a feature that recently debuted in 3.1, the Character Customizer. As mentioned in the episode, check out officially licensed Star Citizen merchandise at https://www.jrfabrication.co.uk/ And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  3. Hi everyone, today we wanted to provide an update on our servers and server performance. This should fill in the basics of what’s happened over the last few weeks, how we are handling it, and steps we're taking to prevent these issues from happening again. (Note: To better understand what’s below: A server is the physical metal box in the datacenter that hosts several dozen server instances. A server instance is the “server” you play on during an Online or Unranked Match, represented by a name seen in the upper-left corner of your game when playing online -- USW734438, USW101-Aftershock, etc.) After the Tournaments Update[www.rocketleague.com] was released on April 3, we started seeing a bug that was causing several performance issues in both your game client -- the stuttering you may have seen when opening the Playlist Menu, for example -- and our servers. We fixed the bug in last Thursday’s v1.44 Hotfix[www.rocketleague.com] -- “Fixed an issue that caused stuttering in the game client when secure TCP sockets are closed down” -- but the change allowed a new server-side software issue to surface. This software issue, which appears to be unique to one of our server providers, was preventing the normal server instance restarts that happen either 1) on a timer, typically every 1-2 days, or 2) when a server instance hits certain triggers, like using too much of the server’s memory. With the automatic restarts not working properly, the servers took a sharp performance nosedive, leading to “lag” even when your ping was low, and poor performance for all players in a match regardless of their location or platform. Over the last few days, we have upgraded both the operating system and the control panel software on every single server we have with this provider. 99% of these software upgrades will be complete by the time you read this post today. These upgrades fix the software bug and also give us the level of control we need to better pinpoint and address issues as they come up. The server reboots associated with these upgrades give us a fresh perspective on the server instance data we're collecting from them. We’re also looking into server hardware replacements in some regions, which will take several weeks to complete and should be seamless in regards to server access. While we are confident in these updates and changes we’ve made over the last few days, we are continuing to monitor server performance and will take additional action when needed. Server issues like these are something we never want to see or have our community experience. It’s not fair to you and “fix your servers,” is not something we want Rocket League to be known for. We apologize for the disruption, and we appreciate everyone for sticking with us and being patient while we’ve worked through the problem. This is something we absolutely take to heart; it’s a top priority at the studio and has been for the last few weeks. Our affected server provider has been working with us around the clock to implement these software and hardware upgrades, and we have an internal group comprised of Infrastructure, Engineering, Analytics, Production and Community team members tracking this very closely. This group is also looking at the new expanded server data we started collecting shortly before the Tournaments Update went live and we hope that this new information will help us better track down and resolve server reports we previously couldn’t confirm. If you continue to experience issues while playing online, please let us know through our support team at https://support.rocketleague.com/hc/en-us or via @RL_Support on Twitter -- and we will take any details you can provide to inform any changes or additional fixes we need to make. Thanks, all! View the full article
  4. Two of the biggest names in sports-action entertainment are teaming up for 2018! Rocket League is now partnered with the daredevils at Nitro Circus[nitrocircus.com], one of the most thrilling brands in sports entertainment today! With shows[nitrocircus.com] all over the globe in 2018, you can expect to see Rocket League at all of Nitro Circus’ events this year, and we’ll be a part of some really cool giveaways at select shows down the line. But what would a partnership be without some friendly competition? Less fun, that's what! It's with that in mind that, throughout the year, we'll provide you with the opportunity to face off against some of Nitro Circus’ popular sports heroes in special Rocket League online tournaments! We’ll have more news on the online tournaments soon; until then, check out Nitro Circus on Facebook and Instagram[www.instagram.com] because you know you want to check out all the action! View the full article
  5. We have officially patched the live version of Conan Exiles with a quick little hotfix. This was previously rolled out to Testlive earlier today. Please remember to restart Steam to make sure your clients are updated. Change log Certain placeables had problems attaching themselves correctly (doors, gates etc) and disappear. We have fixed some cases with this hotfix and are investigating additional cases. Please continue to report any issues you have with disappearing placeables. Fixed a server crash related to building PvE servers should now be listed under the PvE filter again, as intended. Optimized populations in certain areas Fixed player spawning under the ground in local play Servers should no longer crash when trying to generate a new player corpse Fixed a crash issue related to loading in unconcious bodies Removed the “Always Attack Towards Target” gameplay setting, as this setting is inactive Kicking now pushes you back if you are blocking with a shield View the full article
  6. Be sure to read part one of the story here . Umar was quickly realizing just how difficult it was to focus on doing repairs when you have a gun aimed at your head. Of course, it should have been obvious from the start that being held hostage would be stressful, but it was one of those truths that doesn’t completely sink in until you experience it first hand. Sort of like how those ‘Slippery When Wet’ caution signs seemed redundant until you were skidding around in a rainstorm. “Easy on the comms,” instructed Umar’s captor in a steady, even clip. “This is just a normal emergency repair, right?” The man might as well have been casually asking Umar to pass nuoc cham, for all the current situation seemed to be stressing him. “Right.” Just your normal, everyday emergency repair where someone has hijacked your ship and is looming right behind your terminal in case they need to put a plasma bolt through your brain. Totally normal. Umar took a deep breath and pushed all that aside. He needed to focus. His life wasn’t the only one hanging in the balance. With a practiced few presses on the console, Umar launched the repair drone Shake towards the source of the emergency beacon — a Terrapin, adrift and giving off a worryingly high IR signature. With the drone en route, Umar hailed the Terrapin with his most professional, calming voice. “Dr. Hostan? This is Umar from In-A-Fix.” The response came immediately. “Power plant’s experiencing a critical cascade and my coolers are about to give,” reported Dr. Hostan, breathing heavily. The temperature must have been unbearable inside the craft. Even wearing a protective suit and helmet, her hair was plastered with sweat to her head. “Geiger’s ticking fast and loud. I don’t think there’s much time.” Umar appreciated the doc’s information efficiency. He didn’t blame people when they panicked in an emergency, but it sure did help when they kept their heads. It gave him an extra tool to work with rather than an extra problem to solve. “Drone’s almost there. As soon as the full diagnostic scan is done, we’ll know what’s causing the cascade. In the meanwhile, I’m gonna have you do a full flush on your coolers. It won’t do much, but it’ll buy us some time.” “Just tell me what to do.” Umar began walking her through the process to circumvent the coolers’ safety protocols. The doc was an apt pupil and it wasn’t long before she had managed the tricky manual override. The maneuver was one that his boss, Jess, had taught him when he was first starting out. A fine example of the philosophy, “sometimes you got to break a ship even more if you want to fix it.” If they got the Terrapin up and running again, the coolers would have severely limited functionality compared to their normal operating parameters. But that was a problem for later. The first priority was not exploding. “The temp’s dropping a bit,” said Dr. Hostan, clearly relieved. “You’re a miracle worker.” “Naw, Doc. You did all the heavy lifting,” replied Umar. A pop-up on the terminal indicated a new data-packet had arrived. “Looks like the diag scan just came in, so I’m gonna have you drink a hydro-gel real quick while I go over the data. Don’t want you passing out on me.” As Dr. Hostan turned to find a gel pack to feed into her suit, Umar silenced his audio and video while still listening in on the channel. “That was a neat little trick,” said the shipjacker once the comm had been muted. “Yeah,” said Umar, distracted as he pored over the report that Shake’s scanners had sent back. “I mean you probably just saved her life and what? You’re getting your standard repair rate for this?” “You mind not talking? I’m trying to figure out how —” Umar let the sentence hang there as he frantically cross-checked the numbers he had gotten from Shake. “What is it?” Asked the shipjacker, leaning over the terminal to look. “Grab that datapad,” said Umar, gesturing to where a clunky three-gen-old model was strapped to the wall. “Open up the DayBreak power plant manual. Should be right there in the folder.” If Umar had been watching instead of directing Shake to do a deeper scan on the Terrapin’s axial power conduit, he would have seen the jacker hesitate. Using the datapad would mean having to holster his weapon. Keeping a wary eye on Umar to make sure this wasn’t a ploy, the man stowed his pistol and pulled the datapad free. After it booted, he found and opened the manual. “Okay, now what?” “Here,” said Umar as he grabbed the pad. Scrolling, he found the section he was looking for and quickly read it. Then, cursing under his breath, he read it again. “Enough,” said the jacker. “Tell me what’s going on.” Umar tossed the datapad down onto the console. “You know anything about reactors?” “Just enough not to touch one.” “Then the short version is, thanks to the geniuses at Sakura Sun, the good doctor is pretty well and properly screwed. See …,” said Umar as he rotated the scans of the Terrapin displayed on the terminal. “The DayBreak was designed with these so-called performance improvements that will most likely make the power plant overload faster if I try to fix the problem. And not doing anything isn’t an option since the whole thing’s gonna blow in a few minutes anyway. So, yeah. Screwed.” “Damn,” replied the jacker, leaning in to look closer. He pointed to the axial conduit. “And if you try to bypass it, these backups will just kick in.” Umar raised an eyebrow, a bit surprised at his captor’s quick grasp of the issue. “Yeah, that’s right. Ninety-nine out of a hundred times the setup would be ideal, but damn if that one exception isn’t a doozy.” The man straightened to his full height, resting a hand on his hip near the gun. “So, what are you going to do?” “It’s what you’re gonna do,” said Umar, eyes flicking towards the jacker’s holster. “You’re the one threatening to shoot people.” The response came with a heavy sigh, “You want to her to EVA over here before you start the repair.” “It’s too dangerous to do it with her still on the ship, but with her onboard the Vulcan, we can pilot to the edge of the blast radius and still be able to control the drones. Maybe I can repair it in time. Maybe I won’t be fast enough and the thing will blow. But either way, the doc gets to live.” “Fine. Do it.” “You serious?” asked Umar, halfway through preparing the mental argument he thought he’d have to make. “Yeah. Don’t know how much safer she’s going to be with me around, but it’s stupid to let her die now just ’cause I might get her killed later.” And leaving it at that, the jacker went to the pilot’s chair to bring the Vulcan’s hatch around so the doctor would have a straight-shot EVA. Umar opened the comm. “Doc, you hear me?” “Yes,” Dr. Hostan replied. “What did the scans say?” “I’m gonna need you to EVA over to the Vulcan.” “Am I losing the ship?” “Can’t say for sure at this point, but I don’t want to take any chances.” “Do I at least have enough time to pull my research drives?” asked the doctor. It was the most concerned Umar had seen her so far. “Yeah, but fast, doc,” said Umar against his better judgement. “Take a minute to grab what you can, but you got to leave after that.” Not even bothering to reply, the doctor rushed to grab the data she had gathered with the Terrapin’s sensors. “Tell her to forget it,” said the jacker as he swung the Vulcan wildly away from the Terrapin. Before Umar could ask what the hell was going on, the entire ship shook and the shields flared from a direct laser hit. Umar frantically paged the doctor, “Plans changed, doc. Need you to stay put. We’ve got company.” “How’d these bastards find me?” said the jacker as he evaded the next volley. Umar checked the radar and saw there were two ships rapidly approaching their position. “Who are they?” “A couple low-rent hitters.” “And you thought you could lose them in my ship?” “That was the plan.” “Would have worked a lot better if you hadn’t left my drone behind.” “You’re kidding me. The damn thing was tagged?” “Six ways to Sunday … wait, where are you going?” demanded Umar when an out-of-range warning popped up for Shake. “I’m getting us the hell out of here.” Another laser barrage just barely missed the prow of the Vulcan. “No. We’re staying and fixing that ship.” “I’m not dying for her.” “Neither am I, so be sure to keep the ships off her and away from us.” After a letting fly a string of curses, the jacker pulled the stick back and steered once again towards the Terrapin. “You’re damn lucky I’m a fantastic pilot.” Umar keyed the comms. “Doc, since EVAing isn’t really an option any more, I’m starting the emergency repairs.” The doctor took the news in stride. “Good luck.” “Same to you, doc. If you got any messages to pass along, feel free to send them over.” “I’ll do that. Thank you.” And with that, Dr. Hostan ended the comm. Quickly, he opened the bay so that he could launch his last drone, Spear. It wasn’t really set up for this kind of delicate work, but Umar could use all the extra hands he could get. “Drone’s heading out. Can you give it cover?” “On it,” replied the jacker, rolling the ship hard to one side. He positioned the Vulcan between the two attackers and the doctor. Switching his controls over, the jacker used the remote turrets to lay down a wide field of suppressive fire, forcing the ships to alter course. One of the would-be assassins saw this as an opportunity and attempted to sweep up on the underside, but the jacker was ready for them and let loose with the main guns, clipping the attacker’s port wing. The damage wasn’t enough to take them out of the fight, but it’d give the pilot something to think about. Meanwhile, Umar had managed to cut open the access panel in the Terrapin’s thick armor and reach the inner workings. Controlling both drones in conjunction, he began the tricky process of halting the cascade and siphoning off the excess energy. Right on cue, the axial conduit kicked in, and as predicted, the power plant responded by increasing its load production. Now it was his turn to cuss up a storm. Focusing his energy on the injured ship, the jacker switched to the offensive. This would have worked well if the two pilots had been a team, since harassing one would hopefully cause the other to react, but no such luck. The more distant attacker completely ignored the plight of the other and took advantage of the Vulcan’s push, scoring a direct hit. Smoke began to fill the ship’s main chamber. Fantastic pilot or not, the numbers were against them. “How’s it looking back there?” “Almost done, one way or another.” Umar had about half as much time as he needed before the whole thing was going to blow, taking the Terrapin and the doc with it. What he needed was a way to quickly disrupt the power output all together, without triggering the explosion itself. He ran through the few options he had remaining, dismissing them as fast as he thought of them. Maybe if he had a full complement of drones he could have done something, but with Liam back with the jacker’s Reliant and his own stubbornness to blame for holding off on replacing Wil after the accident — his mind suddenly flashed on something. Wil. A few years back, the drone had been lost along with a crew of four when what should have been a simple repair had gone catastrophically wrong. While patching the piping to one of the maneuvering thrusters, an unexpected static discharge had caused a feedback surge along the plasma conduits. In that case the surge had been deadly, but with the doc’s power plant already suffering a critical failure, there was a small chance that if he could trigger it and use one of his drones to act as an auxiliary breaker, he could interrupt the cascade before it went critical. Well, Spear, let’s see just how lucky you are. The jacker had just launched the last of the Vulcan’s chaff, narrowly diverting a missile that detonated nearby. An inadvertent grin spread across his face. After the life he had led, it was a little hard to believe there was a good chance he was going to die doing something this stupidly heroic. Suddenly, there was a second explosion nearby. Something had blown on the hull of the Terrapin. He squinted his eyes in preparation for the blinding light that would follow the whole ship going boom, but nothing else happened. “It worked! I can’t believe it worked!” Umar had lost his drone, but had saved the ship. “Not to cut your celebration short, but I really could use a hand right about now.” Umar’s attention was drawn back to the ongoing dogfight. When did the ship fill with so much smoke? “Pass the turrets to me.” “You any good?” asked the jacker. “Line me up a shot and find out.” With a dedicated gun operator, the true combat capabilities of the Vulcan emerged. The jacker would chase a ship with the main guns getting them into position for Umar to let loose with cannons mounted on the remote turret. Working together, they manage to remove the wing on the ship that had been crippled earlier. Down a weapon, and barely able to maneuver, the ship fled. The remaining assassin, its advantage lost, made the sensible choice and followed. Umar placed two cans of flavored sparkling water on the table. It had taken about an hour more of work before the doctor’s ship was ready to fly again and the effort had left him parched. The jacker, sitting on the far side, cracked his open and drank deeply. When he finally came up for air, he smiled. “Guess I do like etrog flavor.” “All right, spill it. Why do you got a price on your head?” The smile left the jacker’s face. “Might be better if you don’t know.” “Yeah, well, it seems a little late for that.” The two sat in silence for a bit as Umar patiently drank his water. Toying with the tab on the can, the jacker finally began, “I was working for the Dranton Family, smuggling off of Carteyna, when I got tagged by the Cano authorities. Wasn’t going to get out clean, so I dumped the cargo and ran. Turned out there was enough evidence in there to get most of the Drantons locked up for good. Guess that didn’t sit well because Luke Dranton put the hit out on me himself. Spent almost every last credit to his name making sure I get dead. That was about a month ago, been running ever since.” “So, we should be expecting more company?” “Greedy bastards will probably keep the news to themselves till they can come after us again, but yeah, they’ll be back.” “Right.” Umar tilted back and finished the last of his drink. “We better get going then.” “Thanks. If you drop me off at Pox, I can make my way from there.” “I was actually thinking we could make a stop first. See, I came across a recent wreck a little bit before I grabbed you. Told Jess about it, but since In-A-Fix runs salvage there’s a good chance no one knows it’s there except me and her. We get there in time, should be able to make it so the registry shows you sadly passed away in a tragic accident.” “Seriously? You’d do that for me?” Umar shrugged, “What can I say, I like fixing stuff.” THE END. View the full article
  7. Letter from the Chairman Celebrate with exclusive badges on Spectrum TWO MILLION REASONS TO SAY THANKS Final shirt may differ from Concept Art Final shirt may differ from Concept Art Back in October of 2015, we reached an amazing milestone when our Community grew to one million Citizens. To say I was proud and humbled then remains an understatement, and those feelings have only doubled as I welcome our two millionth Citizen into the ‘verse. As Star Citizen has continued to grow over the years, so has the community in just as many astonishing and encouraging ways. The backers remain the foundation of this project and a beacon to the entire gaming industry and beyond. You are proving that PC games, space sims, and a willingness to push these artforms into new realms of innovation are alive and well, with more exciting possibilities than ever before. With two million people (and counting) inspiring and counting on us, the Star Citizen team is more galvanized than ever in our efforts. We’re listening to what you want out of Star Citizen and working to get more amazing content and mechanics into the game, while also pouring resources and focus into quality of life improvements and polishing current features, to make it a satisfying experience, even while still in Alpha. It’s your belief in the project, from the earliest backers to those relatively new to the ‘verse, that make it all possible. To celebrate this, we’re releasing special badges to commemorate your dedication and engagement. The 1M badge for those of you that were part of the first million backers, and the 2M for those brave adventurers that have joined us since, up to and including our two millionth Citizen. As a bonus, when available in the ‘verse, you’ll also be receiving an in-game T-shirt with a similar logo, so your character can sport a stylish reminder that they’ve played an integral role in the shaping of their universe. As we look ahead to Alpha 3.2 and beyond, the team and I thank each and every one of you from the bottom of our hearts. When we started on this adventure, we couldn’t have imagined the passion, perseverance, and dedication that so many would have. It’s because of that dedication – your dedication – that we can continue to design, build, and deliver the Best Damn Space Sim Ever. — Chris Roberts View the full article
  8. Behold! The next big update has arrived, fresh from the oven. There's a lot to unpack and learn in this update, and we're excited to show you what it's all about. Besides the brutal combat revamp, you'll experience the purge, journey across the map with fast travel, learn the ways of farming, and discover the many changes and adjustments made to better your experience in the harsh world. So let's get into it! IMPORTANT: We are aware that this version may be more unstable than others. We still want to push this out so we can get mass testing/feedback on it. Also, some players had an issue with the ESC key not working. A workaround for this was resetting keybindings, which we have forced with this update. If you've been using custom keybindings previously they will have been reset. Combat Yes! It's here! Welcome to the new combat in Conan Exiles. Many of you already know what this is all about from playing on the TestLive servers, but we're finally able to push these live. Here are some basics and things you may want/need to know: Each weapon type has their own specific attacks and properties. You will have light and heavy attacks. Heavy attacks, for example, use more stamina than light and are slower, but deal more damage. Chain attacks of 4 can be made using any variation of heavy and light attacks but watch your stamina! Dodging can be done in any direction now as well as be done in the middle of your attack to cancel it. This will still take stamina to do. Once your stamina completely drains, you won't be able to attack or dodge until full again. Certain weapons, like the dual daggers, allow you flip backwards when pushing the block button (CTRL button by default). Throwing weapons, like the javelin, will let you hurl it towards them. Kicks have also been implemented and work when you're equipped with a two-handed weapon or one-handed weapon with no shield. Use these to your advantage, as they can interrupt enemies! This is done with the default CTRL button as well. You can sprint with weapons/shields/tools again! Depending on your weapon, they will have different sprint animations. Enemies have their health displayed to allow you to adapt and think about your attacks. Target lock has been added! It can be toggled using the Q keybinding by default. When using this, you will face your opponent and can be switched between different enemies. This works at 20 meters max range. We have also added server settings to turn off target lock on the server so server admins can decide the type of experience they want to offer. But it is not available in this build. Weapons can deal status effects that can stack up to five times. A yellow trail, for example, will inflict a cripple debuff. We have also added a GUI option to turn off weapon trails completely. The Purge If you thought you were prepared before, you better check again! You'll notice in your inventory under your character a purge meter. The more you and/or your clan builds, kill other players/NPCs, and plays the more this meter will fill. You won't automatically get a purge when you go over the threshold, but as long as your purge activity score is above it, you have a chance for it to happen. For example, if you are on a dedicated server or local game, and you are the only one playing, the purge will only pick you. But on a server with, for example, 10 clans, 4 of which are above the threshold, you have a 25% chance to get it if you are among the 4. During the purge monsters, animals, humans, and others depending on the area, will appear and attack your home. Make sure your walls are well protected from the waves of enemies. On official servers purges will only trigger during "purge time" which is a subset of prime time, "purge time" is between 6 PM and 10 PM local time, all days. Admins of private servers will be able to adjust this time either through server setting GUI or modifying the serversettings.ini files. In general purges become more difficult the further north your base is on the map. Higher difficulty purges will contain special bosses with unique loot, or special crafter NPCs that have unique recipes on them. You will need a combination of smart base design, thrall defenders, higher tier buildings and good teamplay to withstand the most difficult purges. With this update we are launching purge version 1. This version is missing a balancing pass and also a couple of key features. With iteration 2 we will make the purges more difficult, and we may also add new purge types with other combinations of NPCs. We're doing this in order to get as much feedback and testing on the Purge as possible. If you find the purge to be too easy or difficult, you can change the difficulty as well as many other parameters in the options-menu. Later on private server admins will be able to modify the purges and customize them to be easier or harder as well as add new purge types. Farming By obtaining seeds from plants and making compost through the compost heap, it is now possible to plant and harvest your own crops. In order to craft fertilizer in the compost heap, you will need plant-fiber, rotten meat and bonemeal, which can be obtained by grinding (amongst other things) bone, claws, fangs or ivory in the grinder. For certain plants, you may need potent fertilizer, for which you will need to add ash and blood to the mix. By planting seeds and fertilizer in the planters, your crops will grow over time. In addition to this, should you want to decorate your land, a selection of potted plants have been added to the game, which are much less costly than the planters. Updated HUD The first thing you may notice when first logging in is the display. Health and stamina are now shown as bars as they're essential to manage especially in combat. Stamina will replenish over time when not attacking or dodging, but you'll see that health does not! This is where your kicks and dodges will come in handy to avoid incoming attacks. There are multiple ways to gain back health which include eating cooked food, using bandages, using potions, or unlocking certain perks. You will see the newly added perks in your attribute window. Spending enough points in certain attributes will unlock advantages that will benefit you in the brutal lands; for example, the first perk unlocked in the ""vitality"" doubles your breath timer when underwater. Your feats window is also newly updated! Objects are now sorted and organized for easier navigation. A new tab called "stats" has been added. Here, you can get down to the numbers and see how effective you are against the environment both offensively and defensively. It will also display any buffs/debuffs your character has. The Journey GUI has been extended from 4 to 10 chapters and can be disabled from showing on your screen through settings. This goes as well for gameplay hints, that shows various keys or gamepad inputs for climbing, fighting, building, etc. Fast Travel You'll notice a nifty new placeable called the Maproom. Place this in a safe spot within your base and you can travel around the map! You will first have to discover the monoliths scattered across the lands and attune your bracelet to them before you can travel there. Don't stay too long by one though, or you'll gain corruption and end your journey there. It's important to note that this is a one way ticket. You can travel from the maproom to an obelisk, but not the other way around. Build Abandonment System UpdateWe've done several big changes to how the building abandonment system works. Firstly, anything placed on or near a building will become a part of said building's decay score and decay at the same rate. This means you can now build smaller buildings in close proximity as well as standalone placeables like wheel of pain, altar etc and these will all be treated as big structure for purposes of decay. Secondly, the system will now check for and remove floating placeables left behind in the world after the buildings they were standing on got removed. Thirdly placeables stacked on top of placeables are now checked and correctly removed. Lasty, the updated decay system fixes a problem with players joining a clan and sometimes not being able to continue building on their existing buildings. Additionally on all official servers we are changing the decay settings such that max decay value is 6 days after which the structure will be abandoned (any player can interact with and remove the structure), and after 1 day of being abandoned, the structure gets removed automatically by the system. Patch Notes We want to highlight that we've completely redone population of the world as well as added world bosses that grant access to legendary weapons. These world bosses drop keys that be used on chests you find and can open at level 60. The chests aren't always near where a key is found, so keep an eye out! These chests will provide some legendary items with custom effects on them. TL;DR When swimming, you will stay at the surface. Pressing default "C" will make you dive. A number of new weapons and armors and placeables have been added to the game Quick Loot allows you hover your pointer over a body, a loot bag or a machine and quickly loot individual or all items. The keybinding for opening the admin panel is now SHIFT + INSERT. Slowed down archers backing away when shooting/reloading. Warpaints are now available! You no longer sheath your weapon went sprinting. You can run with weapons again! Merchants can be found in the neutral city of Sepermeru, where you can now buy a selection of consumables (booze and food) and some hides New (rare) resources - Gold / Gold Coins / Silver / Silver Coins Avatars Changed movement speed of avatars. All move the same speed except for Set. We've made other changes to avatars so they no longer instantly kill everything. They will no longer have their movements blocked by buildings and resources/foliage. Yog's attack has been reimplemented. It will do damage over time and will be blocked by avatar domes. Ymir's axe slam now respects damage settings and increased additional interaction radius, so that foliage far away can take damage on the axe slam attack. Avatar of Set's strafing is smoother and feel better. Quality of Life and Gameplay Adjustments The Silent Legion armor no longer requires the heart from the Kinscourge to be crafted (although the weapons still do). A number of new weapons and armors and placeables have been added to the game. Creature heads can now be used in the tannery and the grinder to obtain resources from them New (rare) resources - Gold / Gold Coins / Silver / Silver Coins Hunting prey animals is now more rewarding - all the good meats come from prey animals. In addition, hitting a prey animal in the HEAD will do much more damage now, encouraging actual hunting You no longer sheath your weapon went sprinting. You can run with weapons again! New Tool: Skinning Knife. Use this to gather hide from animals. Clan GUI has been improved. It’s easier to leave a clan using a controller now. Realigned some UI elements that were not centered. New music! Different music depending on the enemy you’re fighting will play. You now need to be well protected against certain fumes like gas. Make sure to equip something like a sandstorm mask before entering dangerous areas! Hyper armor has been implemented which allows both players and NPCs to complete their attacks if they take damage The game will now default you to 3rd person when first logging in. While in combat, you are forced into 3rd person. You can disable this in settings though. Added some new emote categories. Humanoid NPCs now have a pitching attack so they can attack up and down. New loading screens! Loading screens now have helpful hints! Updated navigation in character creation. Journey steps have been moved on the HUD to allow notifications underneath it. Feats can now be trained by double clicking them. Quick Loot allows you hover your pointer over a body, a loot bag or a machine and quickly loot individual or all items. You can now mute other players. While using a controller, pressing the Y button will place it to your inventory. Clan Chat is no longer called Guild Chat and other adjustments to chat. Merchants can be found in the neutral city of Sepermeru, where you can now buy a selection of consumables (booze and food) and some hides Javelins, orbs, and throwing axes show the normal dot now instead of the bow crosshair. When swimming, you will stay at the surface. Pressing default “C” will make you dive. Sitting in a chair no longer removes the UI. Updated a lot of graphics with water and wetness. New obsidian material has been added. Warpaints are now available! Ramps and ramp corners have been added. Heads can now only be gathered from dead beasts using a cleaver or a hatchet. Buildings and placeables now take damage from any tier of weapon. You now automatically bind to beds and bedrolls when placing them. Made adjustments during NPC dialogue to make it look prettier. You’ll notice the sky gets darker with rain clouds before it rains, and get lighter as it stops. Optimizations and balancing Water wells now require a minimum distance between them. Reduced fall damage. Adjusted AI so NPCs won’t pick other random targets while attacking. Reduced the amount of XP received from civilized difficulty. Weapons and tools have been rebalanced. Fixed sliding and shaking NPCs. Cleansing brews no longer raise stamina and health beyond natural maximum. The repair cost for the Pickaxe should no longer defy the laws of conversation of energy and require more materials to repair than to build. Slowed down archers backing away when shooting/reloading. Server settings & Admin panel You can now adjust the thethering range in cooperative play to let players move further away from the host. Depending on settings you may need more memory or a more powerful CPU A new server setting has been added that allows admins to choose how long before a player can regenerate stamina again. Updated the graphics in the admin panel. Moved the admin panel keybind from CTRL+SHIFT+C to SHIFT+INSERT. Bug Fixes Arrows should no longer get stuck in your hand! Fixed and issue with NPCs not spawning or taking a long time to spawn in singleplayer. Firing the trebuchet now triggers the correct journey event. NPCs should no longer stack on top of one another. Changes to your character’s temperature to reduce inconsistency between temperature status and your location. Fixed some cases where some text was in a different language than what your client is set to. Fixed an issue that would prevent your corpse from glowing. Fixed an issue with dungeon entry triggering between coop players. Movements of the Rhino and Direwolf have been smoothened. NPCs should no longer get stuck in doors when opening/closing one. There were a couple of crafting stations not translated into other languages. Fixed a bug where you could have new items be spawned in both your shortcut bar and inventory. Adjusted fiber bedroll so less clipping occurs. The Barrow King can attack you again. Fixed an issue that would cause a crash when suiciding. Entertainer Thralls properly buff your character again. Fixed an issue that would cause your character to spawn in the north instead of at your bed. Adjusted spawn rates of meteors so they are more frequent. Fixed an issue where summoning an avatar killed the player due to encumbrance. Fixed sated duration to last longer. Torches should no longer lose durability when in the extinguished state. Trapdoors can no longer be placed mid-air. Fixed an issue where crouched players that sat down on stairs would float. Fixed a crash that occurred from dismantling foundations. Fixed a crash that would occur with using voice chat with a tether in coop. Pillars properly increase stair stability. Elevators no longer push your character underground. Destroying corpses now spawns a lootbag containing their items. Death Markers should no longer leave the corpse and update once looted. Beehives show buzzing bees when they have honey in them. Fish and shellfish traps no longer gather recourses while held. Now it needs to be placed. Adding map markers should work correctly again. Killing human NPCs while cloaked as an admin no longer leaves their weapons in the air. Fixed a case where climbing would bring you into first person after finishing even if you weren’t using it. Audio Changed and adjusted some sounds in the GUI, such as opening the map or journal events updating. Added lots of new foliage sounds across the game Added all the new soundtracks which were composed for Conan Exiles View the full article
  9. RustQuest continues, art, the tallest base raid, a lift mod, and more. View the full article
  10. Behold! The next big update has arrived, fresh from the oven. There's a lot to unpack and learn in this update, and we're excited to show you what it's all about. Besides the brutal combat revamp, you'll experience the purge, journey across the map with fast travel, learn the ways of farming, and discover the many changes and adjustments made to better your experience in the harsh world. Some players had an issue with the ESC key not working. A workaround for this was resetting keybindings, which we have forced with this update. If you've been using custom keybindings previously they will have been reset. Combat Yes! It's here! Welcome to the new combat in Conan Exiles. Many of you already know what this is all about from playing on the TestLive servers, but we're finally able to push these live. Here are some basics and things you may want/need to know: Each weapon type has their own specific attacks and properties. You will have light and heavy attacks. Heavy attacks, for example, use more stamina than light and are slower, but deal more damage. Chain attacks of 4 can be made using any variation of heavy and light attacks but watch your stamina! Dodging can be done in any direction now as well as be done in the middle of your attack to cancel it. This will still take stamina to do. Once your stamina completely drains, you won't be able to attack or dodge until full again. Certain weapons, like the dual daggers, allow you flip backwards when pushing the block button (CTRL button by default). Throwing weapons, like the javelin, will let you hurl it towards them. Kicks have also been implemented and work when you're equipped with a two-handed weapon or one-handed weapon with no shield. Use these to your advantage, as they can interrupt enemies! This is done with the default CTRL button as well. You can sprint with weapons/shields/tools again! Depending on your weapon, they will have different sprint animations. Enemies have their health displayed to allow you to adapt and think about your attacks. Target lock has been added! It can be toggled using the Q keybinding by default. When using this, you will face your opponent and can be switched between different enemies. This works at 20 meters max range. We have also added server settings to turn off target lock on the server so server admins can decide the type of experience they want to offer. Weapons can deal status effects that can stack up to five times. A yellow trail, for example, will inflict a cripple debuff. We have also added a GUI option to turn off weapon trails completely. The Purge If you thought you were prepared before, you better check again! You'll notice in your inventory under your character a purge meter. The more you and/or your clan builds, kill other players/NPCs, and plays the more this meter will fill. You won't automatically get a purge when you go over the threshold, but as long as your purge activity score is above it, you have a chance for it to happen. For example, if you are on a dedicated server or local game, and you are the only one playing, the purge will only pick you. But on a server with, for example, 10 clans, 4 of which are above the threshold, you have a 25% chance to get it if you are among the 4. During the purge monsters, animals, humans, and others depending on the area, will appear and attack your home. Make sure your walls are well protected from the waves of enemies. On official servers purges will only trigger during "Purge Time" which is a subset of prime time, "Purge Time" is between 6 PM and 10 PM local time, all days. Admins of private servers will be able to adjust this time either through server setting GUI or modifying the serversettings.ini files. In general purges become more difficult the further north your base is on the map. Higher difficulty purges will contain special bosses with unique loot, or special crafter NPCs that have unique recipes on them. You will need a combination of smart base design, thrall defenders, higher tier buildings and good teamplay to withstand the most difficult purges. With this update we are launching purge version 1. This version is missing a balancing pass and also a couple of key features. With iteration 2 we will make the purges more difficult, and we may also add new purge types with other combinations of NPCs. We're doing this in order to get as much feedback and testing on the Purge as possible. If you find the purge to be too easy or difficult, you can change the difficulty as well as many other parameters in the options-menu. Later on private server admins will be able to modify the purges and customize them to be easier or harder as well as add new purge types. Farming By obtaining seeds from plants and making compost through the compost heap, it is now possible to plant and harvest your own crops. In order to craft fertilizer in the compost heap, you will need plant-fiber, rotten meat and bonemeal, which can be obtained by grinding (amongst other things) bone, claws, fangs or ivory in the grinder. For certain plants, you may need potent fertilizer, for which you will need to add ash and blood to the mix. By planting seeds and fertilizer in the planters, your crops will grow over time. In addition to this, should you want to decorate your land, a selection of potted plants have been added to the game, which are much less costly than the planters. Updated HUD The first thing you may notice when first logging in is the display. Health and stamina are now shown as bars as they're essential to manage especially in combat. Stamina will replenish over time when not attacking or dodging, but you'll see that health does not! This is where your kicks and dodges will come in handy to avoid incoming attacks. There are multiple ways to gain back health which include eating cooked food, using bandages, using potions, or unlocking certain perks. You will see the newly added perks in your attribute window. Spending enough points in certain attributes will unlock advantages that will benefit you in the brutal lands; for example, the first perk unlocked in the Vitality doubles your breath timer when underwater. Your feats window is also newly updated! Objects are now sorted and organized for easier navigation. A new tab called "Stats" has been added. Here, you can get down to the numbers and see how effective you are against the environment both offensively and defensively. It will also display any buffs/debuffs your character has. The Journey GUI has been extended from 4 to 10 chapters and can be disabled from showing on your screen through settings. This goes as well for gameplay hints, that shows various keys or gamepad inputs for climbing, fighting, building, etc. Fast Travel You'll notice a nifty new placeable called the Maproom. Place this in a safe spot within your base and you can travel around the map! You will first have to discover the monoliths scattered across the lands and attune your bracelet to them before you can travel there. Don't stay too long by one though, or you'll gain corruption and end your journey there. It's important to note that this is a one way ticket. You can travel from the maproom to an obelisk, but not the other way around. Build Abandonment System Update We've done several big changes to how the building abandonment system works. Firstly, anything placed on or near a building will become a part of said building's decay score and decay at the same rate. This means you can now build smaller buildings in close proximity as well as standalone placeables like wheel of pain, altar etc and these will all be treated as big structure for purposes of decay. Secondly, the system will now check for and remove floating placeables left behind in the world after the buildings they were standing on got removed. Thirdly placeables stacked on top of placeables are now checked and correctly removed. Lasty, the updated decay system fixes a problem with players joining a clan and sometimes not being able to continue building on their existing buildings. Additionally on all official servers we are changing the decay settings such that max decay value is 6 days after which the structure will be abandoned (any player can interact with and remove the structure), and after 1 day of being abandoned, the structure gets removed automatically by the system. Patch Notes We want to highlight that we've completely redone population of the world as well as added world bosses that grant access to legendary weapons. These world bosses drop keys that be used on chests you find and can open at level 60. The chests aren't always near where a key is found, so keep an eye out! These chests will provide some legendary items with custom effects on them. TL;DR Quick Loot allows you hover your pointer over a body, a loot bag or a machine and quickly loot individual or all items. The keybinding for opening the admin panel is now SHIFT + INSERT. You no longer sheath your weapon went sprinting. You can run with weapons again! Buildings and placeables now take damage from any tier of weapon. Warpaints are now available! You now automatically bind to beds and bedrolls when placing them. You can now adjust the thethering range in cooperative play to let players move further away from the host. Depending on settings you may need more memory or a more powerful CPU Arrows should no longer get stuck in your hand! The game will now default you to 3rd person when first logging in. Epic armorsmithing stations for epic armors have been implemented. A number of new weapons and armors and placeables have been added to the game Merchants can be found in the neutral city of Sepermeru, where you can now buy a selection of consumables (booze and food) and some hides New (rare) resources - Gold / Gold Coins / Silver / Silver Coins Avatars Changed movement speed of avatars. All move the same speed except for Set. We've made other changes to avatars so they no longer instantly kill everything. They will no longer have their movements blocked by buildings and resources/foliage. Yog's attack has been reimplemented. It will do damage over time and will be blocked by avatar domes. Ymir's axe slam now respects damage settings and increased additional interaction radius, so that foliage far away can take damage on the axe slam attack. Avatar of Set's strafing is smoother and feels better. Quality of Life and Gameplay Adjustments The Silent Legion armor no longer requires the heart from the Kinscourge to be crafted (although the weapons still do). A number of new weapons and armors and placeables have been added to the game. Creature heads can now be used in the tannery and the grinder to obtain resources from them New (rare) resources - Gold / Gold Coins / Silver / Silver Coins Hunting prey animals is now more rewarding - all the good meats come from prey animals. In addition, hitting a prey animal in the HEAD will do much more damage now, encouraging actual hunting You no longer sheath your weapon went sprinting. You can run with weapons again! New Tool: Skinning Knife. Use this to gather hide from animals. Clan GUI has been improved. It's easier to leave a clan using a controller now. Realigned some UI elements that were not centered. You now need to be well protected against certain fumes like gas. Make sure to equip something like a sandstorm mask before entering dangerous areas! Hyper armor has been implemented which allows both players and NPCs to complete their attacks if they take damage The game will now default you to 3rd person when first logging in. While in combat, you are forced into 3rd person. You can disable this in settings though. Added some new emote categories. Humanoid NPCs now have a pitching attack so they can attack up and down. New loading screens! Loading screens now have helpful hints! Updated navigation in character creation. Journey steps have been moved on the HUD to allow notifications underneath it. Feats can now be trained by double clicking them. Quick Loot allows you hover your pointer over a body, a loot bag or a machine and quickly loot individual or all items. You can now mute other players. While using a controller, pressing the Y button will place it to your inventory. Clan Chat is no longer called Guild Chat and other adjustments to chat. Merchants can be found in the neutral city of Sepermeru, where you can now buy a selection of consumables (booze and food) and some hides Javelins, orbs, and throwing axes show the normal dot now instead of the bow crosshair. When swimming, you will stay at the surface. Pressing default "C" will make you dive. Sitting in a chair no longer removes the UI. Updated a lot of graphics with water and wetness. New obsidian material has been added. Warpaints are now available! Ramps and ramp corners have been added. Heads can now only be gathered from dead beasts using a cleaver or a hatchet. Buildings and placeables now take damage from any tier of weapon. You now automatically bind to beds and bedrolls when placing them. Made adjustments during NPC dialogue to make it look prettier. You'll notice the sky gets darker with rain clouds before it rains, and get lighter as it stops. Gas Orbs have been disabled for the time being. You can still pick them up and equip them, but you can't throw them. Optimizations and balancing Water wells now require a minimum distance between them. Reduced fall damage. Adjusted AI so NPCs won't pick other random targets while attacking. Reduced the amount of XP received from civilized difficulty. Weapons and tools have been rebalanced. Fixed sliding and shaking NPCs. Cleansing brews no longer raise stamina and health beyond natural maximum. The repair cost for the Pickaxe should no longer defy the laws of conversation of energy and require more materials to repair than to build. Slowed down archers backing away when shooting/reloading. Server settings & Admin panel Server settings panel has been redesigned and now has vertical tabs (including one for the Purge!) You can now adjust the thethering range in cooperative play to let players move further away from the host. Depending on settings you may need more memory or a more powerful CPU A new server setting has been added that allows admins to choose how long before a player can regenerate stamina again. Updated the graphics in the admin panel. Moved the admin panel keybind from CTRL+SHIFT+C to SHIFT+INSERT. Maximum decay time changed from 14 days to 6 days (Official servers only) Maximum abandonment time changed from 7 days to 1 day (Official servers only) Added server setting to disable target lock Bug Fixes Fixed most cases of arrows getting stuck in the hand! Fixed and issue with NPCs not spawning or taking a long time to spawn in singleplayer. Firing the trebuchet now triggers the correct journey event. NPCs should no longer stack on top of one another. Changes to your character's temperature to reduce inconsistency between temperature status and your location. Fixed some cases where some text was in a different language than what your client is set to. Fixed an issue that would prevent your corpse from glowing. Fixed an issue with dungeon entry triggering between coop players. Movements of the Rhino and Direwolf have been smoothened. NPCs should no longer get stuck in doors when opening/closing one. There were a couple of crafting stations not translated into other languages. Fixed a bug where you could have new items be spawned in both your shortcut bar and inventory. Adjusted fiber bedroll so less clipping occurs. The Barrow King can attack you again. Fixed an issue that would cause a crash when suiciding. Entertainer Thralls properly buff your character again. Fixed an issue that would cause your character to spawn in the north instead of at your bed. Adjusted spawn rates of meteors so they are more frequent. Fixed an issue where summoning an avatar killed the player due to encumbrance. Fixed sated duration to last longer. orches should no longer lose durability when in the extinguished state. Trapdoors can no longer be placed mid-air. Fixed an issue where crouched players that sat down on stairs would float. Fixed a crash that occurred from dismantling foundations. Fixed a crash that would occur with using voice chat with a tether in coop. Pillars properly increase stair stability. Elevators no longer push your character underground. Destroying corpses now spawns a lootbag containing their items. Death Markers should no longer leave the corpse and update once looted. Beehives show buzzing bees when they have honey in them. Fish and shellfish traps no longer gather resourses while held. Now it needs to be placed. Adding map markers should work correctly again. Killing human NPCs while cloaked as an admin no longer leaves their weapons in the air. Fixed a case where climbing would bring you into first person after finishing even if you weren't using it. Audio Changed and adjusted some sounds in the GUI, such as opening the map or journal events updating. Added lots of new foliage sounds across the game Added all the new soundtracks which were composed for Conan Exiles New music! Different music depending on the enemy you're fighting will play. View the full article
  11. Hello everyone, Looks like we'll be patching Update 33 to PC live later today, but we are waiting for some networking issues to be sorted out so we don't have a specific ETA just yet. These same networking issues have had an impact on our servers, which is why some of them are difficult to connect to. View the full article
  12. Hello Citizens, What a fun and exciting weekend it has been! On Friday, we announced the Origin 100 Series of starter ships. The 100 series has been designed specifically for solo pilots looking to turn heads without sacrificing functionality or reliability. Also, we kicked off the first Free Fly Weekend Event of 2018! We invited our friends, family, and guild-mates to join us in the PU to experience how much progress our team has been working on to deliver 3.1 to everyone. Not only that, but we extended the Free Fly until Apr. 18th due to the huge success and fun everyone was having, we weren’t ready to spoil it. You can read more about the Free Fly and even sign up and get 4 vehicles to pilot in the Persistence Universe here. With that, let’s see what’s going on this week: Today sees a new episode of Calling All Devs, the show dedicated to answering the community’s most voted questions. This week, we address questions on persistence, snub craft development, landing systems and more. You can watch the episode here. Every third Tuesday, our Lore Team will post a News Update feature, providing new fictional insight on the Star Citizen universe. Check out previously published lore posts here. ‘Bugsmashers!’ will return next Wednesday on it’s regular bi-weekly schedule. On Thursday, we’ll welcome an all-new episode of Around the Verse with the latest info from the Development team. This week, it’s a focus on the Persistent Universe and how the new Character Customizer came to life. Lastly on Friday, we start off the weekend with a new episode of Reverse the Verse LIVE. Stay tuned for further information about who our special guests will be this week. That’s all for this week, citizens. We’ll see you in the ‘Verse! Tyler Admiral Sloth Nolin Community Manager The Weekly Community Content Schedule MONDAY, APRIL 16TH, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, APRIL 17TH, 2018 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, APRIL 18TH, 2018 Free Fly Event Ends 11:59 PM PST THURSDAY, APRIL 19TH, 2018 Star Citizen: Around the Verse – Character Customizer (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, APRIL 20TH, 2018 Reverse the Verse (https://www.twitch.tv/starcitizen) Roadmap Update RSI Newsletter Community Spotlight: April 16th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Star Citizen – Imagination Mykal Erzan has created a really great montage of Star Citizen clips paired together with a cover of Pure Imagination made popular by the new movie Ready Player One. Watch the video here. Gladius Fan Art by KonradCournoir KonradCournoir’s first every Star Citizen art is that of a Gladius flying around Delamar and it looks great! We hope to see more in the near future. Check it out on the Community Hub. View the full article
  13. Hey Squaddies, The time for keys has come! Be sure to read the announcement for more information on Post Scriptum and who qualifies for a free copy. Ready to claim your key? Click this link now! Click here to request your key! From the entire team at Offworld Industries, thank you for making it all possible. We hope you'll enjoy Post Scriptum as much as you love Squad! Offworld Out. View the full article
  14. Note: In case you missed it, be sure to check out our Tournaments Update Follow-Up[www.rocketleague.com] blog. Bug Fixes General Fixed an issue that caused stuttering in the game client when secure TCP sockets are closed down Fixed an issue where Boost visual FX would (rarely) not activate correctly Fixed Alpha Reward Boost appearing differently than it did before the Tournaments Update Connection Quality Indicators will no longer incorrectly persist into Offline Matches or Training Various wheels will no longer appear smaller than they did before the Tournaments update Scoreboard Fixed incorrect avatars showing for players who have joined the game in-progress and/or replaced an AI bot Fixed other players appearing to have the same rank as you in the post-game screen in Competitive matches Trading Fixed players being unable to remove items from a full Trade Window Fixed trades failing if they contained Painted or Certified items currently equipped in a Preset Common Items will no longer show as Trade Held or Untradeable in the Garage Fixed an issue that could cause the game client to only send 30 frames of input per second even if the game was running at 60+ [Steam] HTML tags will no longer affect player names Audio Extended the range at which the volume of other cars drops off to make them more audible from further away Rebalanced overall audio mix based on feedback Controller Vibration Increased the intensity of “Medium” and “Heavy” Controller Vibration Wireless Xbox 360 controllers will now vibrate while boosting We recommend that Xbox 360 Controller users opt for “Heavy” if they want consistent vibration while boosting Network Settings Server Send Rate, Client Send Rate, and Bandwidth Limit now all default to “High” Nintendo Switch Fixed a memory leak that could cause crashes on Nintendo Switch Known Issues Server Performance[www.rocketleague.com]: Because not all players and servers are being affected, we are still researching the root cause. As we learn more, we will update the community with our findings and timeline for a fix During Goal Replays, your local car’s audio may sound too loud relative to the rest of the match For a few specific Wheel & Body combinations, the body’s axles may clip through the front or rear wheels Some UI elements may not be visible during matches Some items like Event Crates may still appear in two stacks in your Garage instead of one View the full article
  15. First look at a new monument, improved cheat reporting, optimizations, a new Hazmat Suit, and more.View the full article
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