
Hey gang, Roachard here.
Saxon's opened up another region of New Atlas for y'all. Apparently there's a new threat down there that keeps freezin' other hazard crews to death. They've nicknamed it John. I'll stay all cozy up here with my Saxitos.
>> END TRANSMISSION
Saxon has opened up another region of New Atlas to Hazard Crews! The Swamp is a more temperate region with caves, industrial pipelines, and verdant forests.
CRYO IS FINALLY HERE! We’re kinda soft launching cryo to get a better idea of how it plays with the rest of the sandbox before the Cryo Grenade comes in 1.0!
For now we’ve added a variant of the exploding barrel enemy that freezes everything around it.
And…
4 special cryo upgrades that can be equipped on any employee! These upgrades are like new abilities and only one can be equipped at a time.
So where can you get these? Keep an eye out for a mound of ice in the Swamp and Ice Floes. For this update, the ice mound always spawns in the Swamp.
Lottery Larry has arrived in the HUB! He lets you get new random rolls of specific skins.
Added aim assist when playing with a controller (can be disabled in the control options)
Menus can now be navigated with the dpad on controller. You can still switch the floating cursor by moving either stick.
Improved Blitseg controls - Left stick controls movement, right trigger is boost, and left trigger is drift
The cargo screen for requesting vehicles and extraction is now a toggle when using a controller, and is also navigated with the dpad. When the cargo screen is open, you can call the drop pod by pressing the right trigger even when the drop pod button isn’t selected.
Lowered the trigger threshold for firing weapons
Fixed an issue where binding a key to a controller-agnostic button wouldn’t work when switching to a different controller. Like if you bound jump to triangle on a playstation controller you wouldn’t be able to jump with Y on an xbox controller. Now you CAN.
Replaced the tutorial with a new intro mission! It’s cooler and better.
Optimized refreshing upgrades to get rid of the big lag spike when dismantling or opening an upgrade screen especially in Ouroboros
Changed how audio is loaded to make the game start faster and use less memory
Fixed an issue with the calculation for reduced efficiency of stacked multiplicative stats. Upgrades like Sawed Off should increase spread less as you stack more of them, but instead they would begin to decrease spread after stacking more than two.
(Gunship Cannon) Sawed Off doesn’t increase spread as much when stacking it
(Lead Flinger) Lucky Last was accidentally always setting the explosion size to the same values, regardless of what was shown for its stats. This is now fixed and the displayed stats have been changed to reflect the actual values being used.
(Bruiser) Enemies no longer dig in and out of the Hard-Light Prison
(Swarm Launcher) Decreased Scatterburst fire rate when you have enough ammo to fire multiple shots
(Swarm Launcher) Reversed the min/max values of Wait Charging’s duration stat so that the better value is the max
(Shocklance) Fixed an issue where Ready and Waiting’s hud element could incorrectly move to the right when switching characters or weapons
(Globbler x Photon Disc) Globulous Siphon now works correctly when Bullet Time is equipped on your Photon Disc
(Acid Grenade) Fixed an issue where you could clip outside of the level bounds with Lightspeed Material Transfer
Updated the descriptions of the following upgrades to display your bound action key instead of the name of the action (i.e. “hold RELOAD” is changed to “hold R”)
Overload Contingency, Energy Convergence, Molotov, Pummeler, Munition Siphon, Portable Solar Array, Ballistic Charger, Tinderbox, Frantic Fingers, Residue, Practice Makes Perfect
Personal vehicles can be summoned instantly with a cool warp-in effect
Vehicles won’t damage you as you exit them
Enemy missiles don’t travel faster on higher threats
Improved how global enemy intensity works. Instead of always being inundated by enemies, hostile waves will gradually increase in size until reaching max intensity, after which they reset to the smallest size and begin to increase again.
Fixed being able to damage an enemy’s core through its shells if all shells were still alive but its shield neck had been destroyed
Fixed an issue where the flamethrower sound could continue playing indefinitely if you held right click as your Jackrabbit was being replaced with another weapon
Changed the borders around equipped upgrades so they don’t overlap in list view
Some grenade upgrades change the grenade’s HUD icon
Some VFX will now start half-way finished if they appear right on top of you
Affected systems include: most explosions, limb deaths, enemy core deaths, and elemental death puffs
Status VFX & their death puffs now fade out when close to the camera
Wrangler has new VFX for his Air Dash
Also added to Glider’s ‘Course Correction’ and Scrapper’s ‘Impulse Vault’
A few of Wrangler’s upgrades like Through Hell will also augment/supplement the dash effect
Shocklance’s Crystalline skin is correctly marked as Epic
Added employee ability icons/descriptions to the inventory screen
Fixed incorrect colliders on the Gravity Farm launch pads
Added proper texturing and some VFX to the Text Logs you can find around the world
New team revive screen effect
Fixed an issue where your character would rotate for other players if you looked around while in a third person emote, even though it wasn’t rotating for you
Opening a locked bunker counts as a side objective completion
Added different ambient audio when you’re inside the Incursion facility
The upgrade grid does a much better job of detecting which hexagon you’re actually hovering over
Fixed lost resources being obtainable at the lost loot terminal if you were already maxed out on the resource
Moved keybindings to their own settings tab
The bullet cart in the hub recharges ability cooldowns granted by upgrades
The profile select popup shows your player level on each profile you’ve played on (the level won’t appear until you switch to the profile at least once)
Fixed an issue where the color of your HUD cooldowns wouldn’t immediately update after switching employees
Fixed an issue where certain employee voicelines for grouping up or ending a mission weren’t playing for the host player
Saxonite Transport barrels can be respawned from the cargo pod screen if they get stuck
Fixed an issue where the meteorite side objective could spawn on top of you if you were standing in a non-navigable location (like on top of the Saxonite Transport rocket)
Stopped the arm animation from playing when Bruiser’s Shield Projector is activated from the Acid Grenade’s Connected Systems upgrade
The locked bunker wasn’t checking a large enough radius for other objects before spawning in a procedural level, which could let it spawn too close to mission areas like the Saxonite Transport truck path. Now it checks a larger area!
Fixed an issue that could rarely turn the Cycler skin into a NaN emitter
NaNs are numbers that aren’t a number. Division by zero returns NaN, which usually turns shaders very white and very black. We were dividing by zero. If you ever saw your Cycler turn into a singularity, this is why.
Ouroboros shops will try to face away from walls if they spawn too close to a surface
Infusing an upgrade now unequips it so it doesn’t cause other upgrades to unequip when its pattern changes
Employees are shown at the top of the codex list
Fixed rain particles being invisible