Greetings, Cyborgs.
The last update brought QANGA's world to life. This one gives you new ways to make your place in it. Modules are here: find them, install them on your neural wall, power them with phases and build your cyborg around your playstyle. Back-mounted missiles, sticky grenades, orbital strikes, a medical drone, reinforcements delivered by ship… Choose your loadout for each expedition.
This update reworks most of the game's interface, including a complete overhaul of the settings menus. It adds a mission that teaches you to build, opens the IC Labs intranet on terminals and ship screens, and introduces local storage chests and three radio stations. It also brings substantial work on controls, lighting, performance and saves, alongside numerous fixes for both solo play and dedicated servers.
Announced in the last patch, modules make their debut in QANGA alongside an entirely new neural wall. They are real items: find them, pick them up, trade them, sell them and choose where to install them on your neural wall. Phases determine their level and effects. Improve your mobility, protection, inventory, drone or combat capabilities, then rearrange your equipment for your next expedition. Removing a module returns the item to your inventory and its phases to your reserve.
Progression also changes for several existing features: building now requires the Construction Matrix, using Assistance requires the Transit Transponder, and recruiting companions requires the Leader Protocol. The tutorial introduces the neural wall, then the new construction mission teaches you to use the Matrix.
Hold X to designate a point, then throw your beacon with the left mouse button. An orbital barrage can strike the area, a supply crate can drop for your group, or a Lavrik can approach, open its ramp and deploy your squad before departing. Your cyborg holsters their weapon while designating, the trajectory and landing point remain visible, and each call has its own markers and sound effects.
A new mission introduces you to the Builder and teaches you how to build your own shelter. We'll leave you to discover how it unfolds in-game.
Lobby, loading screens, inventory, cyborg statistics, Social menu, customization, HUD, StarMap and settings: the overhaul reaches most of QANGA's screens. The new module wall joins these interfaces. Presentation, organization, icons and audio feedback have been revised to make information easier to read and controls easier to find.
The HUD shows information when it matters. The health gauge appears when you take a hit, the matter gauge when you mine or build, and XP and credits when they change. Health, shield and matter each have their own clear bar. Hold F1 to expand the key hints. The minimap moves to 16:9, and the cyborg statistics screen details your modules' actual effects across 40 attributes.
Ship screens and dedicated terminals now provide access to an intranet with more than fifty pages. Browse the CIVIS directory, your missions, your modules, your police status or local conditions. Explore ic:// addresses, change radio stations and choose which missions to track directly from a screen in the world.
The graphics, audio and gameplay settings interfaces have been completely rebuilt, with new categories, descriptions, search and numeric entry. The controls menu has also been rebuilt and supports multiple key assignments for a single action. A dedicated axes tab lets you configure controllers, joysticks, HOTAS setups and pedals, with calibration, dead zones, sensitivity, inversion and a live signal display.
The graphics card now handles part of the terrain calculations to ease the load on the processor. World loading, collisions, AI navigation, trains and the interface have also been optimized to reduce stuttering. Natural caves are darker, bunkers retain readable interior lighting, and graphics settings work more consistently.
Organize your new neural wall: install modules from the stock panel, choose a free cell and insert phases to activate them and increase their level. Installation takes three seconds, with visible progress and audio feedback. Removed modules and their phases are returned so you can rearrange your wall.
Manage your capacity: the General System determines the available capacity. A module that exceeds it becomes inactive; freeing up capacity allows it to reactivate.
Find modules across the universe: modules can appear in bunkers, relays, ruins, warp markets and industrial sites. They respawn slowly, with a shared server state that persists through restarts. Enemies can also drop them on death, including some police units.
Module dispensers: dispensers have been added to the awakening room and garage.
Core abilities follow your progression: Repair, Drone, Scanner and Jetpack are installed at phase 1 during the tutorial. These core abilities remain available if you skip the tutorial.
Mobility: Leg Servomotors increase sprint speed, Jump Actuators let you jump higher, Kinetic Dampers reduce fall damage up to full immunity at maximum level, and the Orbital Thruster improves jetpack thrust in zero gravity.
Protection and recovery: the Nano-Regenerator improves out-of-combat health recovery. The Shield Overlay adds a protective reserve that absorbs damage before health and recharges outside combat. The Sealed Container preserves an increasing share of your backpack contents on death, up to all of them at maximum level.
Economy and equipment: the Digitic Bag expands your inventory, the Matter Compactor increases item stack sizes, the Negotiator improves selling prices and the Geologist increases resource deposit yields. Drone Armor improves your drone's durability, while the Nano-Repairer shortens its return delay.
Stealth and hunting: the Pheromone Mask, Signature Jammer and Voss Countermeasures help you adapt your stealth to different threats. The Jammer disrupts the position used to deploy police reinforcements; a patrol that sees you can still recognize you. The QPD Decoder makes your wanted level decrease faster, while Bounty Hunter and Machine Bane increase damage against their respective targets.
Built-in radio: the Long-Range Antenna lets your cyborg listen to stations and mission beacons without a portable radio. Higher levels improve reception. Only you hear this implant, and equipping it does not automatically start the music.
Transit: the Transit Transponder unlocks Assistance and opens the corresponding StarMap view from the module wheel.
Fleet Recall: call one of your ships to pick you up. It flies in and lands nearby, with a marker to help you locate it.
Module tooltips: hover over an installed or stored module to view its effects and values. Symbols and colors help distinguish phases.
Wall layout: move or swap modules by dragging and dropping them. Zoom, pan and family filters help you organize your loadout.
Module wheel: the selection wheel has 14 slots across two rings, with the name and description of the highlighted module.
Strike Beacon: mark an area for an orbital barrage. The beacon deploys on impact, projects a beam into the sky and pulses faster as the strike approaches. The marker shows the affected area, with effects, sound and camera shake as the projectiles arrive.
Wasp Nest: guided micro-missiles launch from your back toward locked targets and explode on impact or near their target.
Hornet Nest: launch a volley of small sticky grenades. They follow an arcing trajectory, stick to surfaces—even moving ones—and explode in sequence. Aiming accounts for the movement of the locked target, but the grenades are not guided after launch.
Multiple target locks: lock up to six targets at once to spread your salvos. Briefly looking away or passing behind an obstruction does not immediately break your locks.
Supply Drop: call in a crate of ammunition and healing supplies for your group. A smoke signal and marker help you find it after it lands.
Medical Drone: deploy a shoulder drone to heal your cyborg and nearby allies. Healing consumes matter only for health actually restored, and a beam shows the target being healed.
Sentry Turret: throw a temporary defense that unfolds on the ground and engages hostiles. Its three levels offer machine guns, a mixed gun-and-missile loadout, then missiles.
Leader Protocol: unlock recruitment and grow your squad to up to three companions, depending on the module's level. You can still persuade civilians on the spot; the Recruiter Network reduces the cost and duration of that negotiation.
Reinforcements by Lavrik: a ship approaches, opens its ramp, deploys your companions and departs. It accounts for terrain and needs clear space above the designated point. If a companion dies, you must wait before replacing them.
Designate a destination: hold X, aim and throw with the left mouse button; release X to cancel. Your cyborg holsters their weapon during the gesture and draws it again afterward.
Readable trajectory and range: a ribbon shows the throw, a marker identifies the landing point and a ring shows the area of effect. These remain readable at a distance. The reticle keeps the center clear and displays the module name, distance, target validity or cooldown.
Explained refusals: no target, out of range, inactive module or cooldown still running… The HUD explains why an action cannot trigger. The selected module and its countdown remain visible, with a pulse when it is ready again.
Your first combat choice: choose your first combat module from three prototypes and try it out during the tutorial.
Discover the neural wall: new Tona voice lines introduce modules and guide you through inserting your first phase.
Construction tutorial: a new mission teaches you to use the Builder to construct a shelter, with guidance from Tona and localized subtitles.
Keep what you earned in the tutorial: your inventory, equipment, credits, XP, level, matter and modules now carry over into the universe.
Arrival in the universe: using the vehicle terminal correctly completes the corresponding step, and the elevator accepts both its inside and outside buttons. This mission no longer grants a starting loadout, since you now keep what you earned in the tutorial.
Less backtracking: detection zones in the tutorial duct, jetpack test and large corridor now recognize you when moving quickly. The hangar's infected counter has also been fixed.
Mission items: the tutorial baton no longer respawns after being picked up, and owning or equipping it can complete the step. Objectives recognize the exact expected item instead of letting a similar nearby item consume the interaction.
Progress in solo and online play: objectives no longer complete outside their active step. Ammunition purchases count correctly after resuming a game, and objective tracking is better preserved after reconnecting.
Each player keeps their own quest: completing an objective, abandoning a mission or receiving dialogue no longer changes another player's quest. Mission-target kills are credited to the relevant objective.
Correct kill credit: battles between AI no longer advance your quest counters from afar. If an AI lands the killing blow, you do not receive credit.
Rewards with a full backpack: quest rewards enter your inventory even when its maximum capacity has been reached, without dropping to the ground or blocking delivery. This overflow is preserved when loading and when leaving the tutorial.
Communications: text timing better follows the remaining voice duration, including pauses between pages. Conversations no longer get stuck if a sound fails to start or is interrupted. The universe arrival logo remains readable against the sky.
Construction Matrix: select this module from the wheel to open the Builder. Choosing another module closes construction and its placement preview. The B key remains available while the Matrix is active. Higher levels reduce mineral costs and improve range and recycling.
Freer placement: the default mode combines free placement and automatic snapping. Lights remain freely placeable, and pieces restricted to free placement stay available even when snapping is enabled.
Machine-gun turret: build a new defense through the Builder to engage ground hostiles and ships. This turret does not persist between sessions.
Local storage chests: store items in physical chests. The interface shows the chest contents beside your backpack, allowing drag-and-drop transfers in both directions.
Resources: Steel has been added to world deposits and scanner detection. Additional Stone deposits have been placed in some caves.
Cables: carrying a connector no longer obstructs character movement.
Drop and recycle: both drop zones remain visible beside the inventory. While dragging an item, only the zone that accepts it lights up.
Persistent items: fixed item information being lost between sessions, including stacks, rarity and attachments. Starting equipment is no longer added on every restart.
Terminals: opening a shop, storage, local chest, contract machine or vehicle terminal holsters your weapon. Closing it only redraws the weapon you were actually holding before the interaction.
Melee that follows the strike: melee strikes more accurately follow the movement of your fist or weapon and the direction of your aim. Contact detection accounts for local gravity.
Reloads: reworked animations have the left hand grab the weapon's magazine, remove it and return it to its slot.
Where the hit came from: a new directional red effect shows where damage is coming from relative to your camera.
Loot: item and module drops are limited to kills attributed to a player.
Animal loot: you can now collect meat from animals you kill.
Voss equipment: the captain's hat no longer falls through the ground and remains collectible.
Less abrupt spawning: minimum spawn distances are adapted to each enemy family's detection range. Enemies spawn farther away and become visible earlier in multiplayer. A small stone is no longer enough to classify a point as hidden, and points inside rocks are rejected.
Navigation across multiple floors: AI better handles stairs, overlapping surfaces, descents and vertical transitions. It avoids diagonals that cut through wall corners and passages too small for its body.
Pursuits and obstacles: AI moves more smoothly between long-distance routes and local movement, navigates around walls more effectively and adapts its paths when a passage becomes impassable.
Lines of fire: ranged enemies better account for walls, terrain and small targets.
Safe zones: stronger protection against gunfire, melee and area damage. AI that remains in a safe zone for ten seconds is removed, with civilian cyborgs exempt.
Wildlife attacks: crocodiles, dogs, foxes, wolves, lions, hippos and rhinos deal damage at the impact moment of their animation. If the target has moved away in the meantime, the strike no longer hits from a distance.
Predators and prey: fixed attacks between animals and their pursuit speeds. Fleeing animals better account for the terrain. Crocodiles fight the player instead of always fleeing after being injured.
Elephants: shots now hit the elephant's full body. Its animations and death physics have been adjusted to its size.
Autonomes and NPCs: leaping attacks follow the planet's local up direction. Special Gen 1 cyborg animations, including Tom Ohm's, have been restored instead of being replaced by the generic idle pose.
Small Sanglines and infected: they once again drop the intended body parts as loot.
Overturned hovercraft: if your hovercraft remains overturned, you are automatically ejected and can right it with F. Its handling has also been adjusted to avoid clinging to walls and building facades.
Vehicle elevators: ships are positioned with their hull and landing gear taken into account, then follow the platform as it rises. On dedicated servers, the platform no longer passes through a ship left stuck below.
Doors and mechanisms: doors, platforms and pulleys reverse from their current position. Repeated commands no longer restart the entire animation, and sounds follow the beginning and end of movement.
Cockpits and doors: interactions better account for the size of cockpits and doors, including doors in motion.
Velkara: the roof hatch can be opened with the engine running. The pilot's door control remains available during seat entry and exit animations while they still control the vehicle.
Onboard gravity: reworked gravity handling lets you walk inside ships and on their roofs in space, then return to weightlessness when you leave. The jetpack switches off automatically when entering or gaining footing on the roof; you can reactivate it manually.
Ship physics: gravitational acceleration no longer depends on frame rate. Turning off the engine no longer artificially freezes physics, which could leave a ship suspended or its landing gear partially deployed.
Jetpack in space: thrust and inertia have been restored in zero gravity. Automatic spaceflight mode depends on the absence of gravity: walking on the Moon or an airless planet no longer activates it incorrectly.
Landings: fall damage uses actual downward speed relative to local gravity. Flying quickly sideways with the jetpack no longer injures you on landing.
Ship weapons: machine guns apply damage on the server and ignore their own ship. Muzzle flashes and tracer origins follow the muzzles actually displayed on each client, without drifting during movement.
Missile alerts: the cockpit no longer sounds a missile alert for a simple AI target lock. Actual missiles have their own markers and warnings, which disappear as soon as the threat is gone.
Atmospheric reentry: plasma effects are back on ships, with thresholds adapted to flight speeds. The condensation cone forms progressively as you break the sound barrier, accompanied by a new sonic boom that sounds more muffled from the cockpit.
Atmospheric friction: hull damage and visual and audio warnings have been recalibrated. Damage increases progressively with speed and depends on atmospheric density.
Air traffic: destroyed ships follow a synchronized physical trajectory as they fall, then the wreck disappears after impact.
Elevators and platforms: activation, direction, doors, buttons and movement are better synchronized in multiplayer.
Contextual HUD: information appears when it changes or becomes useful, then gradually fades. Health stays visible until you are healed; credits remain visible at a merchant or during a trade. On loading, a complete status overview appears before the contextual display takes over.
Three distinct gauges: health, shield and matter each have their own line, icon, color and value. Your shield reserve is clearly displayed and only occupies a line if your equipment or modules provide one.
Fewer permanent elements: your avatar and nickname remain in social menus, wanted stars disappear when you are not wanted, and the two old incorrect clocks have been removed from the HUD. Temperature, humidity and altitude appear when they change.
Key hints on demand: hold F1 to display shortcuts on foot or in a vehicle. The hints show action names and close as soon as you release the key.
Active modules: the HUD displays a row of cells to identify modules powered by phases.
Cyborg statistics: the Statistics tab becomes a character sheet with a 3D preview, level, XP, phase reserve, cells, modules and credits. Forty attributes are grouped by body part. Click a line to see its base value, module contributions, any penalties, the total and the effect of the next level. Shortcuts link the sheet to the wall, while exploration and combat records remain accessible.
Customization: choose separate colors for the head, torso, arms and legs. Selections carry across models and apply to your character in-game. Female cyborg selection works again, and weapon poses have been adjusted.
Social menu: a new layout brings together server information, online players, your group, clan and recruited companions, with pagination and player-list refreshes.
Inventory and rewards: credits, level and XP are displayed at the top of the inventory. A dedicated area shows up to three reward notifications at once and queues the rest, retaining their animation and sound.
Chat and icons: chat adopts the minimap's amber frame and a stable width while keeping channel colors. HUD, item, menu, quest and blocked-action icons have been reworked to remain readable at small sizes.
Lobby and loading screens: both have been redesigned to match the game's art direction. Loading screens retain a clear status line, a correctly proportioned emblem, a readable bar and tips. Important alerts appear in front of menus, including merchant menus.
IC Labs intranet: terminals and ship screens provide an integrated browser with more than fifty pages, ic:// addresses, history, a directory and CIVIS search. Pages show your credits, missions, modules, offenses and wanted level, along with local weather, planet, atmosphere and altitude.
Controls from screens: turn the radio on or off, select a station and track a mission from the intranet. The camera moves closer while you browse. Idle screens display their dashboard.
Cursors: custom cursors correctly replace the Windows cursor in menus.
A redesigned StarMap: a holographic presentation reveals terrain through contour lines and highlights urban structures. Dedicated icons, permanent labels and grouped controls make the dock clearer. Group, Details and Settings panels are available, with reminders for panning, orbiting, zooming and selecting.
Interactive layers: click directly in the legend to show or hide a layer. The legend and dock controls stay synchronized.
Map performance: the StarMap respects DLSS, FSR and XeSS settings. Universe rendering pauses while you use the map to avoid rendering both views at once.
Map markers: icons remain stable during camera movement and are hidden when they pass behind a planet.
Space navigation: warp, planet and station markers correctly reappear in space. Warp destinations remain accessible even far from any planet or station.
Minimap: it now uses a 16:9 format in the bottom-left corner, with chat above it and a frame matching the rest of the HUD.
IRIS wave: the scanner receives a new amber-and-white wave, with topographic lines that follow the terrain and silhouettes revealed as it passes. The effect follows the planet's local vertical direction.
Progressive reveal: targets appear throughout a five-second pulse. A new scan keeps existing markers visible while progressing. Picked-up, destroyed, hidden or already-owned objects are removed or excluded without clearing quest markers.
Vehicle scanner: the module level determines scan range, cooldown and detected categories. At level 3, the scanner reaches 10 km on foot and 20 km in a vehicle.
Multiple bindings per action: add, replace or remove shortcuts, with conflicts shown in the relevant category. Double-click a button or axis row to begin assigning it directly.
Controls available in settings: healing, inventory, module firing and the module wheel, vehicle drift, radio controls and the mission menu are included in settings.
Axes tab: configure joysticks, controllers, HOTAS setups and pedals using guided calibration or manual minimum, center and maximum values. Adjust dead zone, sensitivity, inversion, full-axis or half-axis input, and compare the raw signal with the value actually used by the game.
Controlled assignment: a deliberate movement is enough to identify an axis. Gameplay inputs are neutralized during capture and restored when it finishes, is canceled or loses focus.
Device recognition: improved device recognition between sessions and after reconnecting, including when using several devices of the same model.
Analog braking: ships use the full braking range from 0 to 100%, with digital braking taking priority while held.
Reorganized menus: graphics, audio and gameplay settings have categories, descriptions, controls integrated into each row and numeric entry. Search covers every category on the page and groups the results.
Graphics options: the page brings together 59 options in three categories, with a global preset, individual setting resets and access to shader optimization.
HitWall: a new station devoted to the Capital's Top 40, featuring pop, dance and K-pop.
Radio Sable: the voice of Surface communities, with desert blues, afrobeat and raï.
Yellow Roots: a new station from the Capital's working-class communities, focused on reggae, dub and hip-hop.
Chill FM: a new 33-minute show has been added. Together with the three new stations, this brings nearly two hours of additional programming.
Reception and synchronization: stations run continuously, can be received across the planet and use harmonized volume levels. I-C News Radio once again plays the same part of its broadcast for every player.
Interface sounds: clicks, confirmations, back actions and toggles receive a new family of shorter, less harsh sounds. Buttons, tabs, lists, sliders and dropdowns provide subtle feedback, with slight variations to avoid mechanical repetition.
Interface volume: this slider now actually controls menu sounds separately from effects and gunfire.
Module sounds: opening the wall, selecting and installing modules, inserting or removing a phase, and refusals each have their own audio feedback. Target designation also has its own sounds.
Quests: accepting and completing a mission triggers a dedicated sound. Quest completion is audible to the relevant player on dedicated servers.
Music and cinematics: ambient music pauses when a cinematic actually starts and resumes afterward according to the current situation. The tutorial retains its own atmosphere without a competing situational playlist; radios receive only static there.
Caves that feel underground: natural caves are darker and no longer artificially receive all the outdoor light. The effect follows the camera within underground areas and beneath the actual terrain, with gradual transitions when entering or leaving.
Bunkers and laboratories: local lights continue illuminating rooms while skylight is reduced. SSGI rendering has been brought closer to Lumen without switching off direct light sources or the drone lamp.
Drone flashlight: the beam and intensity have been adjusted to better illuminate underground areas.
Planetary lighting: fixed ambient lighting that always darkened the same half of the globe without accounting for planetary curvature.
SkyTowers: the interiors of the Yanbu, Agadez and other SkyTowers have been completed, including their interactive elements.
Atlas statue: a statue surrounded by intranet terminals has been added to the center of relay towers, with dark metal armor, bronze accents and a paneled metal sphere.
Footprints: your steps leave footprints on suitable terrain, with a look adapted to the planetary surface.
Scenery and nests: scenery and nests can appear across more uneven terrain, with placement that follows the ground more closely.
Optimized terrain: the graphics card now handles part of the work involved in generating terrain to ease the load on the processor.
World loading: resources are preloaded and their setup spread over time to reduce stutters. Loading uses less memory by avoiding keeping entire worlds in the background.
Terrain and vegetation: collisions and vegetation are no longer recalculated when their data has not changed. Terrain updates are grouped, and CPU vegetation generation is parallelized, including for large sets.
AI navigation: expensive calculations are spread across frames and results are shared between agents. Paths remain available while being rebuilt, common sectors are reused and only relevant changes trigger new calculations.
Characters and traffic: animations of distant or off-screen characters and air-traffic movement require less processing.
Trains and collisions: reduced unnecessary train calculations and grouped collision updates to limit stutters.
Interface performance: the HUD and its markers avoid unnecessary updates. Character previews, maps and vehicle HUDs stop processing while closed or inactive, and loading animations stop when finished.
Camera and effects: camera follow and obstacle avoidance are calculated only for the relevant player. Combat effects account for distance to limit the cost of distant fights.
Intranet screens: screens limit their updates when they are neither in use nor visible nearby.
Better CPU utilization: more tasks can be distributed across CPU cores to reduce the load of navigation, terrain and collision calculations.
Graphics settings respected: the saved render scale actually controls resolution, and DLSS Balanced no longer silently switches back to Quality. Cloud, vegetation, effects, lighting and shadow choices are no longer overwritten by competing presets.
More distinct presets: lower presets apply their actual lighting and quality settings, along with their texture budgets. Shadows, dynamic resolution and effects follow the selected tier.
SSGI and Lumen: the selected mode correctly applies its lighting and reflection settings. Lumen reflections are available again, with reworked visuals and performance.
Shadows and reflections: reduced noise in moving-light shadows, flickering on low presets and several virtual-shadow instabilities. Non-Lumen reflections have also been adjusted.
Video memory: reduced unnecessary allocations and improved reuse of temporary resources. Texture budgets are correctly restored after shader preparation.
Shader preparation: the graphics pipeline cache persists between sessions. Initial loading waits for critical elements, then continues secondary precomputation in the background. The interface distinguishes shader compilation from pipeline compilation to avoid a progress bar that moves backward.
Compatible options: Ray Reconstruction can no longer be enabled when ray tracing is inactive. The default FPS limit is uncapped.
99 Steam achievements: the game now tracks the unlock conditions for all 99 achievements. These cover combat, contracts, sales, destruction, relay towers, points of interest, AeroTram journeys, warps, planetary scans and underground travel distances, among other activities.
Achievement progression: milestones use persistent statistics, and events are attributed to the correct player in solo play, for hosts and on dedicated servers. Pending unlocks resume when Steam statistics become available.
Eleven languages: translations have been expanded in English, French, German, Spanish, Italian, European Portuguese, Brazilian Portuguese, Russian, Simplified Chinese, Japanese and Hindi.
More translated text: modules, their families and descriptions, the cyborg statistics screen, workbench, lobby, menus, customization, HUD, interactions, procedural quests and fine-payment notifications have been added to the catalogs. Numbers and percentages follow the game's language.
Localized intranet: pages, the dashboard and dynamic messages support the game's languages beyond French and English.
Roadmap: the roadmap is accessible from the lobby, with a vertical layout, filters, an archive of previous periods and a choice of French, English or Spanish. Work in progress is detailed with its current status.
More reliable saves: fixed progress being lost when an older save finished after a more recent one.
Character reset: data deletion finishes before disconnection to prevent old progress from returning after a reset.
Server-specific saves: fixed saves being mixed up between servers using different ports, particularly after a progression reset.
Resuming a game: saves without constructions load correctly. Objectives reconnect to your inventory and preserve progress after a change of controlled character. Distance statistics no longer gain phantom kilometers after a counter is reset.
Death messages: falls and other environmental damage use their own messages instead of being confused with suicides.
Fixed crashes and lockups:
Crash when generating the portrait of a companion equipped with a weapon and scope.
Crashes related to memory cleanup during graphics-quality changes, level transitions or world shutdown.
Teleportation crash when deferred actions still referenced actors or levels that had disappeared.
Crash risks involving atmospheric material references and some collision queries on invalid components.
For the next update, we're working on a more efficient way to display landscapes. The goal is to reduce the load on your computer and make planetary exploration smoother.
We recommend recompiling shaders and resetting your game to start fresh and avoid missing the modules given during the tutorial.
This update puts modules at the heart of your progression and gives your expeditions, equipment and base more purpose. We look forward to seeing the combinations you take into the field.
Thank you to everyone who tested the pre-live build and shared feedback. As always, join our Discord to tell us about your adventures and report any problems you encounter!
This is a very large update, so we hope we haven't missed anything in these notes! We'll do our best to address any small issues you run into over the next few days. We're also aware that nights are currently a little too dark, and we'll fix that shortly.