While we made the Flying Crabs themselves far less annoying to deal with, you will now have to destroy the Hatcher to stop them from coming after you. The most major change you will be able to find here is that the Crab Hatcher got a completely new look and no longer destroys itself when spawning the Flying Crabs. The main progression for Body Equipment is now that you can combine them as they get unlocked and you’ll only have to switch your back Equipment between the Jetpack, Hoverpack, and Parachute depending on your preference and the situation. Instead of a single slot, we now have a slot each for: Head, body, back, and legs. Update 6 introduces the ability to equip almost all existing Body Equipment at the same time. Now you can find both Turbo Fuel and Compacted Coal there, as they are a great addition to the general power progression of the game. We integrated the new ammunition types throughout different research trees in the MAM and did some rebalancing and reshuffling in the process! On revisiting them you’ll find that costs and placement might have changed.Ī major change in terms of general progression is that we’ve moved some of the most popular energy related alternate recipes to standard MAM unlocks. We’ve also improved the UI feedback for switching through your hand slots, making it easier to identify quickly which gadget or weapon you are switching to, and we finally implement a Holster interaction to put away your current hand equipment. And there is a mini nuke, which honestly is a terrible idea in the best way. It’s quite a wide range of new useful and dangerous tools, from utility options like the Pulse Nobelisk to advanced homing ammunition for the rifle. The most obvious content you might have already seen in our videos is the addition of different ammunition types for all the Pioneers ranged weaponry. We’ve adjusted the specific lighting, fog, and feel for all those places.Įquipment & MAM Progression Hand Equipment & Ammunition The overall changes to our atmosphere system have also been put to use with more specific tweaks of the updated areas mentioned above, as well as some of our starting areas: Dune Desert, Northern Forest and Grass Fields. Hopefully you’ll enjoy the new variety as a myriad of days pass on Massage-2(AB)b. We haven’t been idle on these high impact world topics either, with a generally improved day and night sky, clouds, and the addition of rainy weather. Right now, we are happy with the vibe of the area but it will also receive a gameplay pass in the future to match the mechanics of the exploration experience with the new atmosphere. A place for daring pioneers to test their mettle in the future. The Swamp has received a full vegetation and atmosphere overhaul to better represent the icky vision we have for it. We also managed to do a full visual update of the cliff wall separating the Spire Coast from the Dune Desert, so that large empty plateau is finally ready to be built on as well. Other than that, we haven’t done a gameplay pass on the area yet, so you’ll have to wait for new slugs and creature placements, etc. There are still oil nodes in the area, but their locations have changed. We’re very excited to see what you will build in this area, constricted (and hopefully inspired) by the verticality of the spires. This is probably the most significant single biome change that we still had in the pipeline, and now it is here: The island paradise that is the Spire Coast. You might have already heard about this, but for the avoidance of doubt: There are no overclocking changes coming in Update 6. With that said, what is the content that is coming now? Update 6 shines with some major world updates, impactful changes to Equipment and the MAM progression, several great quality of life updates on the UI side of all things Satisfactory, a full overhaul of our creature AI system, and some under-the-hood changes of major systems. With that in mind we are planning to have a longer Experimental period than usual, so don’t expect Update 6 to hit Early Access before the end of summer. We will be pushing updates to finalise content that is released, and we might add some additional content along the line that did not make the initial release. Overall, this Experimental period is going to be a little different. As always, you can leave your feedback and any issues you encounter on our Questions Site: I’d like to preface this event with the fact that some of the new content released isn’t as far along in development as our previous Update releases, so consider this our most experimental Experimental yet! Nonetheless, we think you can have fun with everything here already and we need more of you playing with the incoming changes to help us see how far along they are and inform further development.
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