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Marauders Update - Plunder

[h2]Welcome, Marauders[/h2]

First and foremost for today's update, it’s time for the Wipe! Everyone, please close your game, and ensure you have received the update via Steam!

We’ve nicknamed this patch of the Excavation update 'Plunder' for a couple of reasons. Get ready for our newest game mode, where you get to masquerade as a Raider inside one of our POIs. Your sole goal is to get to the Escape pods before time runs out, it will be your choice what to do with other Raiders you meet along the way…

Raider Mode will see you thrown into one of our POIs, starting with Mining Frigate and the Merchant Cargo ship, as one of (up to) 6 other Raiders. You will be given a random loadout to help you survive, and you will be able to find a lot more green uncommon containers around the map than you would normally find. Once you reach the Escape Pods, you will be returned to your stash with the loot you found! We are looking forward to seeing the community's feedback on this new mode, so that we can build upon it going forward.

Another addition to the Plunder update is the ‘Bandit’, a Marauder’s universe equivalent to a “Loot Goblin”. Hunting this slippery NPC should feel quite different to your normal NPC engagements, and we know you are going to enjoy the loot!

One thing for everyone to note on this update is that we have INTENTIONALLY reset everyone's settings. This will include audio, video, controls, & keybindings. We apologize for the inconvenience, but it was necessary.

There is a bunch of new stuff to get into below, so on to the Patch Notes!



[h3]WIPE[/h3]
We would like to reiterate that wipes are currently necessary during Early Access due to us still building/changing the core features of the game. It is not something we take lightly. That being said, the goal is to change how it works when we hit 1.0. What that looks like will be addressed before that day comes. All player data has now been reset, along with your audio, video, controls, and keybindings. All that should remain is your DLC unlocked cosmetics (Space Pirate, Steel Series, U.A. Ranger). We really do appreciate your patience and we hope this update will be even more fruitful than the last!

[h3]Raider Mode[/h3]
Welcome to our first new mode, accessed through the cog next to the ‘Launch button’. We see this feature providing a unique experience, where around 6 solo Marauders (masquerading as raiders) are provided with a free loadout and the chance to find deadlier gear. With only 10 minutes of oxygen, you must decide to dash for the escape pods or die trying.

This mode takes place in either the Mining Frigate or Merchant Ship, doesn't have raid missions or NPCs, but provides players with the ability to earn XP through Marauder kills. There is currently an 18 minute cooldown in place between Raider excursions, which starts ticking down at the beginning of your initial raid . This mode is not in its final form, and we look forward to your feedback, but we have been having an absolute blast playing it internally… Good luck!

[h3]Bandit (Loot Goblin) and the new Freebooter bag[/h3]
This rare enemy can appear in Raider locations such as the Spaceport, Mining Frigate, Terraformer and Asteroid Mine. The Bandit has the unique logic of actively checking the lootables through the raid. So if he runs away, you might be able to find him in these locations! The Bandit also benefits from having a wide range of items in his backpack that can be different every time you loot it. If you can catch him…



[h3]SVU Special[/h3]
This patch's installment into the dart ammo library is the SVU Special. It’s a heavily modified “Dragunov” style semi automatic that deals some of the highest damage in Marauders, alongside a very healthy amount of bleed damage. Just like the APS Rifle you can find this in the vault or supply drops.



[h3]Navy Outpost Shooting Range & Kill House [/h3]
Our “Unique Actors” continue to grow the overall experience of the game. Within the Navy Outpost you can now find a playable “Killhouse” where you can time your runs and try to beat the house record (using more than a single M712 magazine is cheating!). Or you can loosen those wrists at a fully working shooting range. All times and scores are displayed on nearby monitors so keep a lookout!



[h3]Polish & Turkish Localisation[/h3]
We have been continuing to expand the languages the game is available in. With this update we have added Polish and Turkish to the list!

And now for the endless list of changes that everyone loves...



  • Raider Mode (solos only, no crews)
  • New Bandit NPC (Loot Goblin)
  • New bag item, Freebooter Backpack (Largest in the game)
  • New SVU Special rifle (Dart ammo type)
  • Useable Shooting Range in Navy Outpost
  • Usable Kill House in Navy Outpost
  • New Security Prisoner appearance unlock, requiring 75 prisoner kills
  • 2 New Zero to Hero missions, to destroy space mines and Guard Medical Rooms
  • Marauder Kill Tournament/leaderboard (resets twice a month)




  • Heavy Breacher and Attack Pods now have unique escape hatch door textures
  • New icons for the: Hard Hat, PPSH, Light Stahlhelm, Welders and Security Helmet
  • Room next to the canteen entrance in the Penal Colony is now a medic office
  • Security room at the bottom of the Mining Frigate is now a foreman/medic room
  • Frigate crosshair is now more visible




  • Kills leaderboard has been moved into the tournament system (to keep it fresh and be able to give out rewards)
  • Transmitters can now be acquired through a market trade.
  • Transmitters can now be crafted
  • Merchant armoury token (the door is now locked and requires this item which can be found on dead security within the Merchant Ship)
  • NPCs (not bosses) have a higher chance of missing (25%)
  • Bren ADS speed has increased by 25% (slower animation)
  • Attack pods now fire 14 rounds that do 12 damage each (up from 10 rounds and 10 damage each)
  • Damage on breaching reduced by 10%
  • Heavy breacher pods now mitigate 80% damage down from 90%
  • All ships (except rustbucket) now have 2 special pod bays (instead of 4) that should be labeled above the door. The other 2 are default escape pods.
  • All special pod bays (attack and heavy breacher) now have a 120 second cooldown after being used.
  • Bandage cost has been reduced by around 50%
  • Welder mask is now a 2x2 slot size (smaller)
  • All recipe crafting times have been reduced and standardized, they are either 5 seconds (basic), 15 seconds (advanced) or 30 seconds (complex)
  • Starting gear (new account/after wipe) now has 8 additional bandages and 2 additional sack bags.
  • Increased rare loot pool for Merchant Ship and Mining Frigate map
  • The Mac10 heavy barrel no longer increases damage (this was unintentional) and now reduces 0.75 recoil instead of 1.
  • PPSH has had it's vertical and horizontal recoil increased.
  • The Sten and it's attachments are now around 20 to 30% cheaper.
  • The Terminator has had its spread reduced by over 30% giving it the tightest spread for a shotgun.
  • Players will now earn 3 skills points at every level
  • Early crafting recipes no longer cost credits
  • Skill point cost for recipe unlocks have been redistributed requiring less overall (however you earn less points per level to balance it out)
  • Early Zero to Hero mission "Head Protection" now requires hard hats instead of M1 Helmets to collect.
  • Max stack for dart ammo is now 40, with initial stacks being 20. (up from 32 and 16)
  • Dart ammo can now spawn in ammo box unlockables
  • M712 and 10mm ammo has been reverted back to the P08 and 9mm ammo as the free ship loot.
  • Navy Outpost infirmary now has additional medical loot
  • The APS rifle and the SVU rifle can now spawn in large and normal supply drops
  • The Sten has around 5% less recoil and and now deals 21 damage (up from 20) with a 20 RPM increase to fire rate (480 > 500)
  • Uncommon green containers now can spawn MK3 flak vest, M1 helmets, Brodie helmet, Klobb, Trench Shotgun, Medic bag, M712 special and the B.A. helmet.
  • The Spaceport vault intel raid mission has been replaced with a Spaceport weapon shop raid mission, to prevent overlaps and errors with the Spaceport vault zero to hero mission
  • You can now do the ‘holding depot’ Zero to Hero mission in the Merchant Ship and Mining Frigate raid locations.




  • Removed logic that would make A.I. fire instantly at any range when first seeing an enemy (before warning the player or using a warmup time). This is particularly noticeable with the shotgun prisoner NPCs. This logic also resulted in them ignoring the need to reload.




  • Updated UI for the Launch button in the main menu
  • When not in a crew, the matchmaking settings (next to the launch button) now has the option to switch between: Raider Mode & Normal Mode
  • In frigates, the screen above a Podbay hatch now says what type they are (Attack, Breacher, Normal etc)
  • Removed Leaderboard button from the main screen (now done in the tournament)
  • Pod shooting keybind added to the settings keybinding menu
  • Polish and Turkish language options added to the gameplay options language setting
  • Added Raider Boss and Bandit A.I types to the stats menu
  • HUD changes to remove certain non relevant UI elements when playing Raider Mode
  • New Security Guard Body variation added to the appearance section of the main menu
  • Tweaks to HUD spaceship crosshair to make it easier to see in bright light sources




  • New healing mesh and animation for using a bandage




  • Improved ambient sounds in Penal Colony raid area
  • Improved sound occlusion in Penal Colony raid area




  • Optimised the asterioids that spawn around your ship
  • Optimised the space turrets
  • Optimised explodable actors
  • Networking optimisations
  • Optimisation to space mines so they should no longer render at extremely long distances
  • Optimised some textures
  • Optimised ship insides




  • Polish translations added to the game
  • Turkish translations added to the game




  • New boot video
  • New login screen video
  • 5 new tutorial videos in the guide for an introduction on how to play: Gearing Up, Ready To Launch, First Flight, Docking, Escaping




  • Fixes for crashes
  • Fixes for inventory bugs
  • Fixes for exploits
  • Fix for character mesh location network disparity on proxy characters
  • Protective layer fix added to prevent NPC hitting players when they are safely inside the Escape Pod
  • Increase collision of silver coins and lockpicks to help prevent them falling through the floor.
  • APS stock now displays the recoil reduction correctly (Rather than damage) in the weapon workbench stats
  • SAS Captain should no longer attack other SAS NPCs
  • Fixed a few bugs with video settings, that caused them to sometimes not set correctly
  • Fixed a bug where killing a Raider Boss would give you the incorrect XP
  • Viper suppressor now updates the weapon workbench menu damage correctly
  • Spelling mistake fixes in item descriptions
  • Fixed a bug where your view of other people wouldn't show them sprinting
  • Changed the blend in time for the get off pilot seat to help stop weapon showing for a split second from first person view
  • Fix for Russian translations not working on the screens above pods in ships
  • Fixed a bug where you could hit confirm on the discard popup multiple times before the window closed


[hr][/hr]

And that's it for today’s Patch Notes. See you soon for the next Dev Blog!

Dash or Die, Marauder!

- The SIG Team


Plunder Update Deploys August 3 | New Roadmap

[h2]Marauders, [/h2]

The next update is imminent. Plunder will deploy this Thursday, August 3!

[h2]Updated Early Access Roadmap[/h2]

Let’s have a look at what you can expect throughout the rest of the year before we delve into Plunder’s component parts.

This roadmap is by no means exhaustive, we will continue to explain what each update comprises – in detail – with future dev logs.



First off, the wipe. As we’ve reiterated in past dev logs – we must enforce wipes for technical reasons, and will continue to do so throughout Early Access. We will be changing how wipes work once we’ve launched! Please read more on wipes here: [LINK]

[h2]Raider (Solos) Mode [/h2]



To aid and onboard solo players who don’t have any loot – Raider Mode offers an alternative, faster paced match! We’re determined to give solo players the opportunity to acquaint themselves with the mechanics and weaponry of Marauders. We’ll be monitoring feedback, and will adjust this mode accordingly.

Raider Mode sees you and up to five other solos masquerade as low life raiders. You’re assigned a random loadout and starting position inside a raid location, with the directive of making it to the escape pods.

[h3]How it works:[/h3]

  • Raider Mode automatically puts players together in solos and doesn't have any crew functionality

  • You can only use this mode if you have nothing equipped (You will be extracting with gear)

  • Players spawn as “Raiders” within a raid location using player starts (no in ships, just within the POIs) These Spawns are well-placed, random and are assigned to each player.

  • There are little to no A.I. in the Match (depending on feedback, at the moment there are zero), instead there are 5 to 6 Players. No Backfill, (everyone starts around the same time, this is obviously dependent on hardware, however the maps are light and shouldn't be an issue.)

  • Players are given a preset loadout (much like the A.I. raiders do) and sometimes can even get lucky with a blowtorch, but all loadouts are supposed to be low tier with semi automatics taking front and centre.

  • Raider mode features
  • a lot* more green uncommon containers than the other mode as a chance to earn an advantage (akin to battle royales) but also loot that can be extracted as a “free loot” dynamic. However, because players can't bring in loadouts the chance to get into the vault is near zero as balance (unless you are the one lucky soul to spawn with the blowtorch loadout)

  • Using the Escape pod (end of the animation) Extracts.

  • No XP Bonuses (For balance) Just Kill & Loot XP, No Raid Missions.

  • Faster Mode, Around 10 Minutes of Oxygen. (subject to change)

  • Approx. 15 Minute cooldown before you can do it again (subject to change)

  • Smaller Rotation of Maps, breach only locations, for plunder its merchant ship or mining frigate.


We’re looking forward to seeing how this mode pans out! This should help you acquire some stash before heading into the ominous, unforgiving space.

[h2]SVU Special [/h2]



The Marauders arsenal continues to expand in Plunder! The SVU Special utilises the recently added Dart ammo. The location? Classified. More information to follow in the patch notes on Thursday! Boasting match-grade accuracy with an unforgiving stream of bullets – you’ll want to watch your head if the enemy gets their hands on this rifle.

[h2]Watch out for the Patch Notes
[/h2]

We’ll post the patch notes on Thursday, providing full detail on the Loot Goblin, SVU Special and more!

[h2]Play Marauders in Early Access [/h2]
https://store.steampowered.com/app/1789480/Marauders/

A short update on Marauders 'Wipes' - Twitch Cosmetics

Hello Marauders,

We have some information on the Update coming later this week that we would like to share. This is primarily surrounding the ‘Wipe’ mechanic that we are utilising.

We spoke in our last Dev Blog about cosmetics and the fact that the majority of them will be wiped along with everything else in the list of things being reset in players accounts. Here is the statement:

”All Cosmetics except the UA Ranger, Steel Worker, and Space Pirate outfits are reset.”

What I forgot to do, was address the Twitch Drops Cosmetics of both the full set outfit, and the Voice pack for Marauder 42069. These will be wiped from all players accounts. This is an unfortunate draw back of needing to use the ‘Wipe’ mechanic during early access.

However, following the next update, we will be making these previously earned Twitch Drops Cosmetics available for everyone to claim for 7 DAYS following the update. This will be possible for ALL PLAYERS. If you do not claim them within that time, you will not have another chance to receive them in the same way any time soon. If we need to do this again, we will inform players in the same way as we are now.

The wipe mechanic can be a frustrating one for many, we understand that. We just want to reiterate that we only do this for technical reasons. Our long term goal is to get to a place where we completely change how ‘wipes’ work, but during Early Access this is our tool of choice.

We will continue to provide updates like this going forward! More news on the imminent update will be released soon.

SIG Team

DEV BLOG - #006 - Short & Sweet

Welcome back, Marauders.


Welcome to our Sixth Dev Blog! Today’s Dev Blog is going to be ‘Short & Sweet’, as we are deep into the next update and preparing our Patch Notes. The new Update schedule is forming up well, but moving to a Community update every week will naturally mean that Dev Blogs and Patch Notes will start to get a little smaller in size (sometimes). So let’s just get right into it, shall we?

[hr][/hr]

[h2]SVU Special[/h2]

The next weapon in the Marauders arsenal is the semi auto bullpup, the SVU Special, utilizing the recently added Dart ammo! The location of where you can find one of these rifles is classified, but watch out for more info on this in the Patch Notes next week!



[h2]Wipe? WIPE!? WIPEWIPEWIPE[/h2]

OK yes, there is a WIPE coming. For those of you who are unfamiliar with the term “WIPE” here’s what happens with a Wipe:

  • All progress in Marauders is reset back to ZERO. This includes Traders, Crafting unlocks, Questlines, etc.
  • All Cosmetics except the UA Ranger, Steel Worker and Space Pirate outfits are reset.
  • All inventories are cleared.
  • All Level progress & Prestige progress is cleared.
  • All Leaderboard progress is cleared and starts over fresh.


I’m sure there are other questions that will come up with the news of a Wipe, so please feel free to ask them in Discord and someone will answer as best they can.

And now, the reason for the wipe. As many of you know, we don’t use the wipe mechanic without reason. And that reason is the addition of Raider Mode! Raider Mode will be available in next weeks update and we can’t wait for everyone to get their hands dirty as a Raider. Here’s a reminder as to what Raider Mode is…

[h2]Raider Mode (Solos)[/h2]

This next section is almost word for word the same description of Raider Mode from last Dev Blog, so if you read that, you can skip!

Now that the new matchmaker is stable, we can proceed to talk about our solo only functionality. We wanted to add another feature first, rather than straight up the same game with just solo crews (which proved to be a strange experience internally). Raider mode will be another game type, in which you and 5 other solos will masquerade as low life raiders, assigned a random loadout and starting inside a raid location, with hopes of making it to the escape pods.

We see this as a shorter session tension reliever, and an easier/onboarding experience. More importantly, it is a way for players that are struggling with their stash to get some extra loot before they set off into their next space adventure. Obviously it will need to be balanced to not take away from the original crew mode of Marauders, but we are already excited for its potential.

Raider Mode will be in next weeks update but we will continue to use feedback to make adjustments as we deem necessary! Depending on it’s reception we may still create a solo only crew matchmaker, or focus on the Raider mode instead. So watch this space… (Ceeg disapproves of this joke) (Yes I still disapprove of this joke, why is it still here).

[h2]Where we’re going, we don’t need Roadmaps[/h2]

Actually, yes we do. We have been looking at the Roadmap as of late and think it’s time for an update. While that update is not ready today, it will be soon! Probably for the next Dev Blog, although it might warrant a post all of its own, so don’t hold us to any dates just yet!



[h2]Any last words?[/h2]

As usual, we are wading through feedback and suggestions for our future updates. Planet Killer Base is still getting fuelled up for its orbital launch, and there are plans for more maps and POI's in the future!

We are looking to implement fixes for some of the top reported issues, such as NPC's getting a little carried away with shooting into Pod Bays when they are already closed. Also, someone released the shotgun NPC in the Prison with his infinite ammo double barrel shotgun. We intend on locking him up again. Some other issues on the cards are things like server and client side optimisations to prevent desync issues on extract or when spawning into a match, but more information on that will come with the Patch Notes next week!

That’s it!

Dash or Die, Marauders!

- Ceeg

Marauders Update - Excavation 1.1

Welcome, Marauders.

Today marks the beginning of our new update cadence, bringing you an update every two weeks. Each of these updates will have smaller doses of content, changes and balancing, with a bigger update landing every 8 weeks.

In today’s update, we have been able to introduce an extension to our Breach pods and we can’t wait for you to get out there and experience these changes. This version of the pod system is not its final form, we hope that the community will be able to help us with the fine tuning of the different variants. We will also implement more variants of pod in the future! Our main goal is to affect the push and pull of Breaching vs Defending, and we have more plans to help deepen the mechanic going forward.

We were also made aware of an issue where “Old Servers” were still active and giving pre Hotfix values like slower bandages and the wrong Flak ammo count on the Breacher Scout. Thanks to the player reports surrounding this, we were able to fix this problem for this update!
Before we get into the full patch notes, you may have noticed on social media that we ran a few polls to find out what the most popular pistol was. The winner of this poll was the M712 Mauser, and we were able to add this gun to the Rustbucket for the next 2 weeks in celebration of its win over all other pistols!

Here we go, onto the Patch Notes!



[hr][/hr]

[h3]Known Issues[/h3]
////////////////////

  • Players unable to get into raids may be experiencing this due to their naming conventions on Steam. For the time being, please try using LATIN ALPHABET CHARACTERS ONLY. We hope to have this issue resolved as soon as possible.


[hr][/hr]

[h3]Main Additions[/h3]
////////////////////

  • Attack Pods
    Attack pods can shoot 10 shots (dealing 10 damage each) before needing to reload. This can be accessed from all ships purchased in the hangar shop when using their pod bay. They have lower health than the standard breacher pod (75), but have the same movement capabilities. It may have a steep learning curve, but once you master its mechanics, you will dominate the stars!

  • Heavy Breacher Pod
    This behemoth has more health (200) and mitigates around 80% damage when breaching. This is bound to any ship you craft (Marauder and Raider Ship variants) so get salvaging! Much like the attack pod it has the same movement capabilities as the default breacher pod.

  • APS Rifle
    Another dart ammo type gun with a unique look. A wire stock attachment can be found in a raid to decrease recoil of this 20-round capacity, silent but deadly rifle. Your best bet on finding this weapon is to break into a Vault or two!

  • Breach Protection
    Giving breachers a much needed buff… Now, when enemy Marauders hold breach points they will receive a stun effect giving the breacher a greater chance of survival. We have also added additional logic for when players breach locations (non-ship targets) making it less likely you land on top (or behind) another player that has also just breached. (Mine removal is yet to be implemented).

  • Ore Vein
    Keep an eye out for ore deposits in the Mining Frigate and in the Asteroid Mine. If you have a pickaxe, you can smash them and put that ore to good use elsewhere!

  • Gate Transmitter
    Transmitters have been renamed to "Gate Transmitters" and they can now be used to call in space gates early (no need to go into a raid area and use a control panel).

  • Updated Damage Screen Effects
    We added more depth to screen effects/sounds for when you take damage, helping you to tell the difference between gunshots, bleeding, and close calls.


BALANCING
////////////////////
  • NPCs can now respawn in a range (typically from 15 seconds to 200 seconds) rather than 4 minute waves to prevent stale behavior. Special NPCs (Commandos and bosses) still do not respawn.
  • Industrial containers no longer have varied durability or ammo (blowtorches).
  • All Riot helmets (including the Warden helmet) have had a 100% increase to their durability.
  • Small First Aid now requires 2 disinfectants, 3 synthetic scrap and 1 metal sheet (removing the need for fabric).
  • Gate Transmitters can now spawn on loose pistol locations and inside hidden stashes.
  • M50 Reising now has auto fire rate again.
  • M50 Reising damage has increased from 30 to 32.
  • M50 Reising recoil is now more vertical rather than horizontal.
  • M50 fire rate has increased from 300 to 360 rpm.
  • NPCs that used semi auto and single fire weapons now fire more often and get less "stuck" on actions.
  • Attack breacher pod spawns on all non-crafted ships except the Rustbucket. The original breacher pod still spawns from raid locations (except the capital ship).
  • EM2 Rifle SAS operatives now use trenchguns and push the player.
  • All raids now have around 30% less NPCs (because of the new range spawning).
  • The flamethrower Raider boss NPC has been replaced with a small shield Raider boss NPC.
  • The SAS Captain now uses the Thompson rather than the Welrod.
  • The Rustbucket is the only ship to have the default breacher pod.
  • Raiders now have more varied loot, including more bandages.
  • The Attack pod has 75 health.
  • Bren drum mag now has 42 ammo capacity, down from 52.
  • Bren has 30% less chance to spawn with the drum and extended mags in a Vault.
  • M712 and 10mm ammo are in the starter ship (competition winner, will only last until the next update).


ART
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  • Higher resolutions textures for Small First Aid


AI
////////////////////
  • NPCs are now more likely to shout when hearing or seeing the player, before an engagement.
  • Shotgun NPCs shuffle and move rather than staying completely still when waiting for the player.
  • NPCs will now try not to shoot from large distances and instead push the player.
  • NPCs can now change targets that have higher priority, rather than being fixated on the first target.
  • Further tweaks to simplify a NPCs action to prevent them being stuck on decisions.
  • NPCs will now hunt more often after hearing a distant sound (rather than being still).


UI
////////////////////
  • Updated HUD UI for when you are using an attack pod.
  • New streaming options section in the gameplay options, with “hide crew name” toggle, allows you to hide the crew name in the main menu (still visible on the crew create screen so you can actually see what you are naming your crew).
  • Temporary Attack Pod shoot keybind info added to the keybinds menu.


ANIMATION
////////////////////
  • Updated LPO Flamethrower main menu holding animation.
  • Weapons now have a last shot animation so can do a better transition between having ammo and empty on the weapon itself for the following weapons: 1911, Gov1911, M712, Luger, K1, DP28, EM2, Johnson, Klobb, M45, M712 Special, MAS44, MP40, PPSH, STEN MK2, SVT40, Viper.


SOUND
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  • Updated China Lake shooting sound.
  • Updated Mini Thumper shooting sound.
  • New AP Mine triggered sound.
  • Escaped and died stinger sounds added to the end match menu screen.


FIXES
////////////////////
  • Fixes for exploits.
  • Reloading is now canceled when using a healing item (this was an exploit).
  • Fixes for steam connection error.
  • Melee weapons no longer have a default blood hit effect when hitting non-human targets (pickaxe versus rock for instance).
  • Fixed bug where the Mac 10 suppressor attachment shooting VFX didn't line up with the end of the barrel.
  • Decals/environment damage textures no longer effect mines
  • Fixes for floating spawns for items in the Mining Frigate.
  • Bren ammo amount is now correct in the weapons workbench stats.
  • You can now reach/loot the corpse again in the morgue of the Colony Cruiser.


And that's it for today’s Patch Notes. Once again, this is the beginning of our new Update cadence. So keep in mind that things will once again be updated in 2 weeks! Dash or Die, Marauders!

- The SIG Team