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The Riftbreaker Open Beta Update, July 31st, 2025

Hello Riftbreakers!


We're back with another round of fixes and improvements for The Riftbreaker Beta! The changes apply both to the main build and the Multiplayer Playtest. Check out the full changelog below!

[h2]The Riftbreaker Open Beta Update, July 31st, 2025 Changelog:[/h2]
[h2]Changes[/h2]
  • The Anoryx Wurm's health will now scale based on the game's difficulty setting and the number of players.
  • Added bespoke ruin meshes to all levels of Megastructure buildings.
  • Saves created in hardcore mode will not be marked with an icon on the Load Game screen. The icon will appear next to the difficulty level.
  • Increased the maximum ammo available for lower levels of the Grenade Launcher.
  • Decreased the maximum ammo available for the Corrosive Gun on higher levels.
  • The mech will now move much quicker in water - speed penalty has been decreased from 50% to 20%.
  • All elemental versions of the Arachnoid Omega will now attack using correct elemental damage.
  • Improved the visual effects for the Emergency Explosion skill.
  • Shockwave effect has been added to the Emergency Explosion and Generator Overcharge skills.
  • Added new sound effects for the Emergency Explosion and Generator Overcharge skills.
  • Loot drops from destructible Limestone Walls in the Crystal Caverns biome have been reduced.
  • The search bar for the Research screen has been moved to the top of the screen.
  • Decreased the area damage radius for the Omega unit tornado skill and slightly decreased its damage.
  • Added Biocaches to the Prologue mission map.
  • Added several Carnicynths to the Prologue map.
  • Improved the prop placement on the Prologue mission map.
  • Updated the layout and functionality of the 'Game Features' section of the Prologue menu.


[h2]Fixes[/h2]
  • Fixed an issue that caused the mech's weapons to appear on the ground before the mech spawn sequence is completed.
  • Removed black polygons that appeared on some props.
  • Fixed an issue on one of the Tropical Zone map tiles that caused a resource volume to spawn too close to a wall.
  • Fixed a logic error in the Metal Terror that could block game progress if someone rift jumped to a new location during one of the dialogue sequences, but only if the Research Station research was not completed before starting the Metal Terror storyline.
  • Stationary enemies will no longer be visible outside the radar range even if the fog of war is uncovered.
  • Players should no longer be able to start a new vote if a previous one is still in progress.
  • Fixed the X-Morph core barrier range in the Metal Terror DLC mission. Players can no longer teleport out of the barrier during final dialogs.
  • Fixed a problem that caused @@@ symbols to appear if symbols from multiple languages were used in one save name.
  • Added props from the Great Tree in the Fungal Swamp campaign to precache to prevent stuttering during gameplay.
  • Fixed issues with the Acid Cluster Grenade.
  • Improved the artillery projectile explosion effect.
  • Standardized the colors and visual effects for gravity mines and grenades.
  • Fixed a problem that caused the fighting music not to shut off after the first attack wave in some campaign mode missions.
  • Fixed inheritance problems in Ionizer and Supercoolant Refinery Level 3 buildings that caused them to appear with wrong names.
  • Players will no longer be able to respawn if they are destroyed during the fight with the Anoryx Wurm.
  • Fixed an issue that caused the last hit from the Power Rod Tower to deal friendly fire damage.
  • Fixed an issue that caused UI elements to play sounds at low volume if the game has been paused during an announcement or a dialog line.
  • Fixed an issue that caused some defensive towers to ignore nests and the grenades to bounce off.
  • Fixed an error that caused the awards for completing a mission to appear in multiples in co-op mode.
  • Added ammo research requirements for lightning gun and floating mines to prevent them from appearing in the crafting menu too early.
  • Added cultivator plants to the precache list to prevent gameplay stuttering.
  • Fixed the missing production info from the Planetary Scanner Info screen.
  • Fixed an issue that allowed players to die in one-hit without the grace period.
  • Fixed an issue that caused some buildings to take damage during the Sunburn event even if the proper shielding tech was downloaded.
  • Fixed issues that caused lifesteal, stun and critical change to multiply if a weapon is equipped with an elemental damage mod.
  • Introduced a lifesteal cap for splash damage weapons to limit the maximum amount healed with one attack.

The Death Skull System Explained

Hello Riftbreakers!


We hope that you’ve had the chance to try out the Open Beta version of the 2.0 Update. It is, without a doubt, the most significant upgrade package the game has received since the initial release in 2021. We have introduced upgrades and changes to almost all aspects of the game and, judging by your feedback, a lot of them hit their marks! You’ve also given us a lot of hints on what can be tweaked and improved even further. One of the most debated topics is our new “penalty for dying repeatedly” system, which we dubbed ‘Death Skulls' for short. In this article, we will explain why we felt the need to introduce it, how it works, and how you can tweak it to your liking.

If you want to try out the new Death Skull system in real-life conditions, try out the Playtest version of The Riftbreaker - it's available for everyone. Simply click the button and you're in! You can also join the coop_beta branch of the main game to test the Campaign mode. All the info is available here.

The Death Skulls system is our way of encouraging a more measured approach to combat in the Riftbreaker. Players are really good at developing tactics and strategies using all the tools that developers give them. Even in the game’s earliest days, during the alpha test, we saw players rushing into enemy groups and taking advantage of the fact that the mech’s death explosion deals a massive amount of damage to enemies in a large radius. It wasn’t elegant, but it also wasn’t the most effective strategy. We didn’t want to remove the idea of getting some revenge on the ones that hurt you, but we also weren’t happy with the option of using this mechanic as a weapon. That being said, it was not a top priority problem in the case of single-player, but we knew we could do better in the case of Co-Op.

The first time your mech is destroyed you won't notice much of a difference. Your mech is reconstructed at the HQ with no penalties besides dropping some weapons. The new thing here is the skull marker that hovers over your head. It will disappear over time, but now you have to be careful until it disappears.

Co-op games are not just about putting a couple of players on the same map and giving them a goal to work towards. They are also about meaningful interactions. One way players can interact with each other in The Riftbreaker Co-Op mode is by reactivating the mechs of fallen teammates on the battlefield. The mechanics of that are pretty simple - if your buddy goes down, you teleport to them and pick them up, and both of you get to enjoy a short period of invulnerability and firepower boost. There was no need to motivate players any further, as keeping all players alive is a natural priority for co-op players.

If you get your mech destroyed with a skull marker active, the situation is a bit different. The reconstruction will now cost a part of your Carbonium and Ironium reserves.

The players quickly realised that the temporary attack damage and survivability bonus they would get after resurrecting another player was a significant strategic advantage. It became a common strategy for one player to rush forward with melee weapons, trying to deal as much damage to the enemies before inevitably going down. Then, another player would rush in, pick them up, and clear a mass of enemies with the temporary revive boost provided. Rinse and repeat. We didn’t like the fact that dying was so trivial, and survival was no longer a high-stakes game. This wasn’t how we envisioned combat, so we stepped in to prevent this from happening.

The more skulls you 'acquire', the higher the penalty.

The Death Skulls system is our way of encouraging a more methodical approach to combat by applying incremental penalties for recklessness, which can be avoided altogether by playing more cautiously. When your mech goes down in combat, you receive a skull marker, regardless of whether you’ve been revived or had to respawn at the headquarters. If you have a skull marker and go down again, the time needed to pick you up is going to be 0.75 seconds longer at default settings. Additionally, if no one can revive you within 30 seconds, respawning at the HQ will cost you 5% of all carbonium and ironium reserves.

In Multiplayer, players don't immediately respawn at the HQ. Instead, they can pick each other up if they fall in battle. The first time it happens, it is almost instant.

Thanks to this system, it takes a bit longer for your friends to pick you up in the heat of battle. Every time you go down, you get an additional skull stack, making the punishment more severe, since nobody wants to cost their team 5, 10, or 15% of their resources. One very important thing to note is that “skulls” timeout after 90 seconds. This means that the system only affects situations where a player dies repeatedly within 90 seconds; otherwise, the game remains unchanged. Not only does it lead to more careful play after you get two or more skulls, but it also makes reviving in combat a lot more exhilarating. It feels really good when you manage to save your friend despite a long revival time.

Active skull markers also make it more difficult for your friends to pick you up in the heat of the battle. Each skull extends the time you need to interact with a downed mech to reactivate it.

The new Skull system applies to both single- and multiplayer game modes. The major difference between the two is that when you play solo, there is no one to revive you if you fall in combat. If you die a second time in a short period, you will lose some resources. However, the amount you have to pay for each skull scales with the difficulty level. On Easy, this system is entirely disabled; on Normal, the consequences are noticeable, but not severe. Things get a little more heated on Hard and Brutal difficulties.

If your buddy is destroyed while trying to reactivate your mech, make sure to return the favor. An active mech is the most powerful weapon on the battlefied. It also feels really nice when you manage to save a friend in a heated battle!

We’ve been testing this system with the community throughout the Closed and Open Betas, and we have already made numerous adjustments based on the feedback that we’ve received. However, we recognize that this is a controversial change for some of you and that it introduces another layer of complexity that may not be to everyone's liking. For this reason, we have immediately added the options to control this system in the Custom Difficulty menu. We have given you complete control over all the parameters of the Death Skull system:
  • DEATH SKULL MAX NUMBER - The maximum number of skulls a player can accumulate.
  • DEATH SKULL TIMEOUT - How long it takes for each skull to disappear (the default is 90 seconds).
  • DEATH SKULL MECH RECONSTRUCTION DELAY - How long each skull adds to the revive timer.
  • DEATH SKULL RESOURCE PENALTY - How much Carbonium and Ironium you will lose after respawning.


[h3]We hope that by adjusting these parameters, you can find a setting that meets your expectations. [/h3]

You can test this system in action in our Open Beta that will run until the official release of the 2.0 Update. We’re looking forward to hearing your feedback - nothing is set in stone during the beta, and we are very much open to suggestions and changes. Feel free to comment here and on our Discord at https://www.twitch.tv/exorstudios - we read all comments and try to change as many things to your liking as we can.

EXOR Studios

Adjusting Custom Difficulty to Your Liking

Hello Riftbreakers!


We hope you have been having a lot of fun with the Open Beta release of the upcoming Riftbreaker 2.0 Update! We are really pleased with how this release has turned out. The vast majority of you have been reporting either minor bugs or no issues at all. Your feedback and error reports have also enabled us to identify several serious bugs and crashes. Throughout the course of the beta period, we were able to decrease the game’s crash rate per game session from 8% to 0.67%. Nonetheless, there are still many issues in our backlog that need to be fixed before we can consider it good enough to release to the public. Keep your feedback coming!

We hope that battling Omega creatures with your buddies and building Megastructures has been working well for you so far!

Speaking of feedback, there was a short period during the beta when we had to disable the Customize Difficulty option due to a bug. We thought that turning this feature off would be a minor nuisance at best. However, you quickly let us know how much you value the Custom Game mode and that you wanted it back ASAP. We did not expect this, but we were happy to rearrange our priorities to repair such a popular feature, so we got to work and gave the Custom Difficulty feature some much-needed maintenance. In this article, we will explain what each of the parameters actually does, what kind of problems we had to deal with, and give you a couple of custom mode game suggestions to try out for yourselves.

Setting enemy damage factor to 1% makes you almost indestructible against early game creatures. However, this is a false sense of security. Omega creatures and their Ultra buddies will still make short work of you!

ENEMY DAMAGE FACTOR- This setting allows you to control how much damage Mr. Riggs will take from enemy attacks. You can either decrease the damage from 1 to 99 percent or increase it up to 1000%. Please note that this setting does not affect the environmental damage - you can still blow yourself up if you’re not careful around exploding mushrooms, or walk into a magma pool. As a side note, even at 1000%, enemy attacks should not destroy Mr. Riggs with just one attack - our special ‘protective bubble’ will activate when you’re at 50 HP, giving you a second chance at survival. Higher values are definitely for bullet hell fans only, as there is not much room for error.

An interesting bug we had due to the 'resource volume factor' parameter. Resource deposits grew not only in density, but also size, taking over the entire map. Classic monkey paw wish situation - you have infinite resources, but you can't really build anything!

RESOURCE VOLUME FACTOR - ranging from 1 to 1000% or up to infinity - this setting dictates how much resources you will find in resource deposits on Galatea 37. Every patch of Carbonium (or any other solid resource, for that matter) is bound by mission rules to have an amount of mineable ore that is set between the minimum and maximum assigned by the level designer. This setting allows you to scale that number. If you don’t want to be on the lookout for new resource patches often, you should increase this value. However, setting it too low may prevent you from completing objectives. Also worth mentioning, this will not affect the amount of resources you receive from underground treasures or biocaches. Only mineable resource patches are affected.

Reducing research time factor even allows you to make our GUI scream in agony. The poor thing will not be able to keep up with research timers and the 'research complete' messages.

RESEARCH TIME FACTOR - ranging from 1% to 500%. This is a really interesting one to describe. Some of you might already know this, but the time it takes to research any piece of tech in the Riftbreaker is dictated by one of the two resources - Download for Building and Weapons tech, and Analysis for Alien Research tech. These resources are produced by Communication Hubs (Download) and Alien Research Laboratories (Analysis). Each tech item has a set amount of Download/Analysis you have to accumulate, and building more Hubs and Labs allows you to do it faster. This option scales the amount of tech/download needed, so it can lengthen or shorten the time necessary to invent the tech.

RESEARCH RESOURCE COST - 1% to 500% - The Riftbreaker Update 2.0 comes with many changes that result in players having access to much more resources than before. We decided that rather than slowing down your production rates to keep those resource numbers in check, we’d rather make resources more meaningful. Each research item in Campaign Mode now has a resource cost, making you think twice about your next move and the order of research. However, if you don’t like the prices we’ve set for our tech items, this option will help you adjust them to your liking.

If you don't want to worry about the economy too much, setting building cost and speed to very low values will allow you to build a base of your dreams in mere minutes. Then, you can just focus on fighting the enemy waves. Remember to adjust enemy strength accordingly to give them a fighting chance!

BUILDING COST - 1% to 500% - Changing this value will affect the cost of buildings, except for two exceptions: Headquarters Level 1 and Solid Materials Storage Level 1. These buildings need constant costs to avoid issues with progression. Other building costs scale normally.

BUILDING TIME MULTIPLIER - 1% to 500% - This modifies the time required for building construction. Not much more to say about this, really!

No, game, we haven't dropped _some_ weapons, we have dropped an entire armory.

ITEMS DROPPED AFTER DEATH - 0 to 6 - This affects how many of your equipped weapons Mr. Riggs will drop after falling in combat. In single-player game modes, this will happen every time your Mech is reconstructed. In multiplayer, you can avoid this by reviving a downed mech before it explodes.

DEATH SKULL MAX NUMBER - 1 to infinity - This is a part of our new system, which aims to prioritize keeping players alive at all costs and playing a bit more carefully. Every time your mech is downed in combat, you will get a skull marker. If you die again with a skull marker on you, you will lose some resources - you can set the exact amount with a different parameter. In multiplayer, skull markers make it more difficult to revive you, as each skull extends the time necessary to pick you up. However, you only lose resources if your mech has to be reconstructed in the HQ. This parameter determines the maximum number of skull markers you can accumulate. (The most we’ve seen is 25. Can you do better?) Limiting the number of max skulls will cap the potential penalty, leading to a more relaxed experience. We will provide a detailed explanation of the entire system in next week’s article!

DEATH SKULL TIMEOUT - 15 seconds to 10 minutes - Death skulls disappear over time. This determines how long it will take to get rid of each of your skulls.

"The first skull is free!" is our in-office saying if someone dies on the job for the first time. The second (and each one after that) is not free, though.

DEATH SKULL MECH RECONSTRUCTION DELAY - 0.25 seconds to 3 seconds - This determines how much longer it will take to reactivate a downed mech with a skull marker. This value adds up for each skull, so if you set it at max, you really have to carefully consider whether it’s worth risking your own mech for a friend. Does not affect single-player gameplay, since there is no one to pick you up anyway… Sad.

DEATH SKULL RESOURCE PENALTY - 0% to 100% - If you aren’t picked up before your mech explodes and you have a death skull, you will lose some resources. This parameter allows you to set how much Carbonium and Ironium each skull will “cost” you. This penalty stacks for each skull, but it can’t go beyond 100% and will not put you in generational debt. At worst, you’ll have to pay a hefty sum to summon a new mech. Setting it to 0% disables this mechanic, allowing for a more relaxed style of play.

ENEMY WAVE STRENGTH - easy, normal, hard, or brutal - Attack waves in our game are generated based on the game’s base difficulty level and a number of additional factors. We create groups of attackers for each difficulty level individually. Then, the game determines how many groups to spawn and which groups are suitable for that moment. This parameter determines which “bucket” of enemy groups the game is going to choose from.

This is the second wave of the Fungal Forest survival at 5x attacks per wave. Good luck, but we have seen some people successfully complete missions like that. We don't know how.

ATTACKS PER WAVE MULTIPLIER - from 1 to 5 - This parameter will change how many groups of attackers the game will send at you during waves. At 1, you will get the baseline Riftbreaker combat experience. Setting this parameter higher will multiply the number of enemy groups in each attack wave. This does not affect the number of ambient creatures that will spawn. Warning! Sending more enemies will stress your CPU. Only increase this setting if you have a powerful PC or if you don’t mind that the game might slow down during intense moments.

MAP SIZE (Survival Mode) - from 3x3 up to 12x12 - Maps in The Riftbreaker are randomized. We manually create map tiles that the game uses to stitch together the entire play area, allowing you to explore it. The most basic tile size is 128x128 grids, which translates to 256x256 meters. By changing the map size, you determine how many tiles the map will be constructed from. Remember that the bigger the map, the more demanding it will be for your PC. This setting is only available in Survival mode. In Campaign mode, many missions feature custom maps, which are not necessarily square.

GAME DURATION (Survival Mode) - from 15 minutes up to infinity - This setting allows you to control how long the main portion of a Survival run will take. When you start a new Survival mission, you enter a warmup phase. After the warmup time runs out, the main part of Survival begins. You can control its duration by adjusting this parameter.

Stretching the warmup time a little bit allows you to use strategies that would never have worked in a Survival scenario otherwise. For example, you can greet the first wave with a wall made of defensive towers. Does it still count as defense, though?

WARMUP DURATION (Survival Mode) - up to 3.5 hours - By adjusting this value, you can give yourself more time to find a good spot for your HQ and set up some basic defenses. Or you can add a lot more time to create a super overpowered, impenetrable fortress. Available only in Survival Mode.

WAVE INTERVAL - 15-second increments up to 30 minutes - This setting dictates the length of the countdown until the next attack wave. The default values differ from map to map and by difficulty level, but we usually hover around 4-8 minute range. Lower this value for more intense scenarios, or increase it to get more time between attacks.

If you don't want your precious base to be smashed into pieces by meteors, you have the option to disable negative in-game events.

ENABLE NEGATIVE EVENTS - There are plenty of disasters waiting to strike in every biome of Galatea 37. If you disable this option, you won’t have to worry about acid rain, tornadoes, firestorms, or alien nests popping up all over the map. However, you can still enjoy the positive events, such as strong winds boosting your turbines or comets bringing in new, valuable resources.

TIME OF DAY PROGRESSION - This allows you to set your game to regular, continuous time progression, or choose to play during the day or night only.

ALLOW SANDBOX CONTROL PANEL - If you enable this feature, you can access the special menu under the F11 key on your keyboard. It will allow you to experiment with various enemies, enable cheats, and trigger events such as meteor showers, for example.

[h3]Now that we know what each option does, we’re going to share a couple of ‘presets’ that we came up with and use during our playtesting - both for single-player and co-op modes.[/h3]

IRON MAN SURVIVAL

This mode is designed to test your Mech combat skills. You will be underpowered most of the time, thanks to the increased research length, and you won’t be able to rely on your base as much due to higher building costs and longer construction times. However, the challenge is not insurmountable. A slightly longer warmup and a steady wave interval leave you with just enough time to beat the odds.
  • Research time - 200%
  • Building cost - 200%
  • Building speed multiplier - 200%
  • Brutal waves
  • Wave multiplier - 3
  • Warmup time - 10 minutes
  • Wave interval - 8 minutes


NO MERCY SURVIVAL

This challenge requires you to know the game inside and out. Buildings and technology costs are minimal, but the waves just keep on coming. You also can’t afford to take damage from any units, as they hit like a truck. You have to rely on base defenses, and you’d better be quick about setting them up.
  • Enemy Damage Multiplier - 500%
  • Resource volume factor - infinite
  • Research time - 10%
  • Research cost - 10%
  • Building cost - 10%
  • Building speed - 10%
  • Brutal Waves
  • Wave multiplier - 5
  • Warmup time - 3 minutes
  • Wave interval - 4 minutes
  • Items dropped - 6


INTENSE CO-OP SURVIVAL SCENARIO

We often use this scenario as a final test for a new co-op build. We usually play this in a group of three or four people. The waves keep coming all the time, and if you take too long eliminating them, they can overlap - a new attack might come before you’re done with the cleanup. This is balanced by lower damage dealt by units and reduced costs across the board. Needless to say, everyone has their hands full at all times.
  • Damage - 70%
  • Deposits - 500%
  • Research - 10%
  • Building cost - 10%
  • Building time 10%
  • Warmup 3 min
  • Brutal waves 500%
  • interval 2 min


CAMPAIGN MODE SUGGESTIONS

The Campaign mode playthroughs are designed to be more relaxed and allow you a bit more breathing room than the Survival Mode. Whether this approach is right for you depends on your taste and individual strengths as a player. Here's a list of our suggestions on how to approach that.
  • If you want your campaign to be focused on building a large economy, massive bases, and many outposts, try increasing Research Cost and Research Time params. They will naturally steer you towards a stronger economy, while keeping building time and costs reasonable. Be careful, though - these values will get VERY high in the endgame.
  • If you prefer to focus on combat and pure action, decrease Building Costs and turn up the Attacks Per Wave Multiplier.
  • When playing in co-op, increasing the Death Skull system parameters will nudge your group towards more careful and methodical approach. However, if you are playing with your little cousing who keeps dying to Canoptrix and draining your bank account in the process, consider turning the values down a bit.
  • Giving yourself access to Sandbox Control Panel will allow you to test your strength against custom attack waves of your own design. We recommend to always have this option on - it is great fun!
  • Be aware that setting the Resource Volume Factor too low might prevent you from completing some objectives. The Sandbox Control Panel can help you in those spots!


Ad that's it for today's article. Next week we are going to discuss our Death Skull system in greater detail, so don't miss that! If you have your own preferred custom settings for Survival or Campaign, feel free to share them in the comments! We're sure that our Discord community at https://www.discord.gg/exorstudios would also love a good challenge. We might even try some of them out during our streams at https://www.twitch.tv/exorstudios which happen every Tuesday and Thursday at 3 PM CEST. See you there!

EXOR Studios

The Riftbreaker Open Co-Op Beta Hotfix, July 9th, 2025

Hello Riftbreakers!


We've just released a hotfix which will help with the following problems:

[h3]The Riftbreaker Open Beta Hotfix, July 9th, 2025, Changelog[/h3]
  • Fixed a crash when using a dedicated server.
  • Fixed an issue that caused ammo storage to be completely broken.
  • Fixed the pause function in dedicated server.


There are no other changes in this build.

EXOR Studios

The Riftbreaker Open Beta Update, July 9th, 2025

Hello Riftbreakers!


We have just published a new, sizeable patch for The Riftbreaker 2.0 Update Open Beta. We have managed to fix quite a lot of important issues in this one. Check out the changelog to learn what exactly!

[h2]The Riftbreaker 2.0 Update Open Beta, July 9th, 2025 Changelog:[[/h2]
[h3]CHANGES[/h3]
  • Explosive mushrooms in the Acidic Plains biome now grant a bit more palladium after defusing.
  • Missing loot has been added to many props - flowers, bulbs and roots.
  • The Crystal Growth event in the Caverns biome will now grant significantly more loot.
  • Destroying the Thornvine in the Fungal Swamp biome will now grant plant biomass as loot.
  • More loot has been added to Limestone walls in the Crystal Caverns biome.
  • Sent Harvester drones to a reprogramming camp to teach them that neutral creatures are friends, not food. (Harvester drones will no longer hunt down and harvest neutral creatures).
  • Camera shake effect has been decreased for the Root Gun and Bouncing Blades.
  • Improved the Nanobot Center building by adding lights and other effects to the rotating cylinder at the top.
  • Added new local ambient effect for alien wreckage and crater sites in the Metallic Valley.
  • More units added to adaptive music system - 36 new bosses and cavernot, higher rating for canceroth alpha and ultra.
  • Added a pop-up message when leaving the Multiplayer Lobby screen.
  • The game will now mark itself if it is modified or running in multiplayer mode and update the window title to match.
  • Enabled the `Disconnect` button when `Waiting for other players` message is shown.
  • Added pause options to the multiplayer pause menu.
  • Small Canceroth cells can no longer be scanned for samples. Only the central cell counts.
  • Underground treasures will no longer be detectable under buildings to prevent issues.
  • The game is now going to pause on the victory/defeat screen.
  • Added minimap config variables: minimap_min_zoom (0.6), minimap_max_zoom (2.0), minimap_zoom_step (0.1) as requested by Thompson.
  • Acid Rain event will now block the ability to build new buildings as earlier.
  • Bioanomaly Bosses should now spawn outside the base if it is possible.
  • Underground Treasures revealed by the Gravitational Hyper Lens Megastructure can now be hidden by 'Exploration" filter on the Map screen.
  • The map name will now be updated for all players after changing it on the Planetary Scanner screen.
  • Added protection against some meta-text injections by user inputs in Lobby screen and in-game chat.


[h3]FIXES[/h3]
  • Fixed an issue that prevented players from using the research tab if all the Communication Hubs are being upgraded at the same time.
  • Fixed many stuttering issues caused by caching errors.
  • Fixed the 'Going Green' achievement trigger conditions.
  • Fixed 'Tower Ammo Missing' audio announcements.
  • Fixed some liquid resource name menu overlaps in various languages.
  • Fixed one of the endgame objective names to make it more intuitive.
  • Fixed spelling in one of the outro texts.
  • Removed unnecessary " " signs in some story texts from DLC 1 and 2.
  • Fixed an error that caused weapons to switch uncontrollably when they ran out of ammo.
  • Fixed an error that caused double melee weapon attacks to be broken after interacting with objects on the map.
  • Fixed an error that caused ranged weapons to aim upwards after interacting with objects on the map.
  • Enemy units will no longer respawn after every game load.
  • Restored the proper respawn times for all ambient enemy units.
  • Fixed a crash when loading a map that has a building construction in progress caused by uninitialized ghost buildings.
  • Fixed an issue that caused multiple award icons to appear for all players when completing missions.
  • Fixed an issue that caused the voting HUD not to disappear in some instances after the vote is finished.
  • Fixed issues with players not being able to respawn after choosing "Continue" on the Victory screen.
  • Introduced some fixes for displaying cutscenes.
  • Fixed a crash during the Resource Comet impact event.
  • Fixed a crash caused by drones.
  • Possible fix for wrong unit scaling for ambient enemies.
  • Fixed issues that allowed text to exceed the size of the text box on the Lobby screen.
  • Fixed an issue that caused some units to skip and teleport short distances in some cases.
  • Fixed problems with displaying tooltips on weapon mods in the Inventory screen.
  • Fixed headers in the Liquid Decompressor GUI menu.
  • Added `PhysicsClientDisableCollisionComponent` to properly handle physics interactions when Vine Walls are cut down.
  • Fixed tooltip positions for most buttons.
  • Fixed missing parameters in vote popups.
  • Fixed missing sender name in chat messages for ANNOUNCEMENT or SYSTEM types.
  • Fixed research item tooltip positions & alignment.
  • Fixed a problem that caused all Limestonw Walls to be destroyed simultaneously if Gravitational Hyper Lens is active.
  • Added chat to the server paused screen.
  • Added a button to resume the game from the pause screen for the server.
  • All audio announcements should now play correctly during Multiplayer games.
  • Fixed an error that caused tooltips on the research screen to display inclomplete information in Multiplayer.
  • Fixed tooltip alignment and positions on the Bestiary screen.
  • Fixed familiarity rewards tooltip alignment and position o nthe Bestiary screen.
  • Fixed tooltip alignment and positions when inspecting weapons equipped in the Mech's right hand.
  • Fixed missing chat message sender name in the 'Requested server pause' message.
  • Fixed an error that caused the vote results to display incorrectly.
  • Introduced some possible fixes for long loading times and deadlocks on the 'Waiting for other players' screen.
  • Fixed errors that caused black polygons to appear in many buildings.


EXOR Studios