Showdown Update - Patch Notes

Greetings, Survivors!

The day has almost come – the Showdown is just 24 hours away.

In this update, you will collect new Experimental weapons, perfect your item crafting, and face off against FNIX one last time.

We’re extremely proud of what we’ve achieved with our small team within a comparatively short amount of time and we can’t wait to hear what you think about it!
Let’s get right into what you can expect from tomorrow’s update:

New Features

New Story Missions

Team up with old friends and even a new one as you look into mysterious signals coming from the island of Aspholmen west of Klinte.

To unlock these new missions, your character has to be level 25 and you have to have played through the main story (the last mission is called Behind the Curtain).

If you’ve done all of that, simply start a level 3 Base Assault and enter the secret hatch used to find the locations of Tyrants and you’ll run into a familiar face.

While we didn’t have as many resources designing the new area as we had when we made Alpine Unrest, we still put in a lot of work to make it feel fresh and engaging. You’ll find bits of environmental storytelling, interesting locations, and one or the other easter egg on Aspholmen. Happy exploring!

Base Defense Revamp

We’ve overhauled the way Base Defense works to make it a more interesting and variable endgame activity.

First off, you will now be able to repair your base for free after each Base Defense. We made this change to reduce frustration due to losing hard earned resources in difficult defense missions.

Secondly, Base Defenses will no longer be about defending the central truck – they are evolving!

Each Control Point location will now allow you to build one new type of building each. According to which type of building you can build, you can earn new special materials used for high end crafting. The three building types are:

Drill


Slowly produces Phosphorus. Phosphorus is used for Fire Resistance Clothing, Adrenaline, Flares, Grenades, some Augmentation Blueprints, and some base buildings. Drills are special in that instead of just one, you can build three of them in the same base – just make sure to place them far from each other.

Chemical Lab


Slowly outputs Ethanol, which is used for Jump Boost and Visibility Reduction clothes, the new Stealth Companion Armor, some Augmentations, and some healing items. Watch out, the Lab periodically explodes when turned on! Try to stay away and keep your buildings at a safe distance.

Furnace


The Furnace is activated by placing low level crafting materials like Metal inside and selecting a desired output material. It can produce Refined Aluminium, Refined Tungsten, and Refined Uranium.

During the Base Defense, the Furnace will slowly start producing materials, but it will also heat up. You need to regularly exhaust the excess heat or it won’t output the material you want! Listen for the audio cues when it’s time to vent.

New Experimental Weapons

After the last time we released new Experimentals, you kept asking “What about the AI-76?” and we heard that. In Showdown, you can earn three new EXPs from Rivals and Tyrants:

“Any Ammo” AI-76

Okay, “any” ammo is a lie, but “almost any ammo” just didn’t sound quite as good. While you won’t be able to put buckshot, rockets, or arrows into this thing, you can certainly load it with .50cal explosive ammo. The same goes for .44, .270, 5.56, 9mm, and of course 7.62. Depending on which ammo you load into the weapon, its fire rate, recoil, damage, and magazine size will change. This allows for some crazy combinations and maximum adaptability to each combat situation. Also, our sound guy Peter did an amazing job making each ammo type sound different and punchy!

“Dragon’s Breath” Sjöqvist

Any ammo you use with this weapon (we’ve limited it to buckshot and birdshot, since slugs don’t make a lot of sense for this use case) will be augmented with a magnesium payload, setting everything the pellets hit on fire. This includes machines and the ground, but not foliage, so don’t worry about starting any forest fires. Fire in the hole!

“Smart Gun” HP5

By aiming down sights with this weapon, you can lock onto a specific part on a machine. Any rounds you fire while the lockon is active will automatically adjust their trajectory to fly towards the targeted component. This enables you to maintain maximum destruction even in the most tense situations.

Skill Point Uncap

Over the years, we’ve heard time and time again that our players would like to unlock the full skill tree. Well, now you can! If you reach level 87, you will have earned enough skill points to get every skill. While you’ll still only be able to have one specialization skill active at the same time, you’ll be even more of a threat to the machines.

Don’t worry if you’ve already leveled up past level 31; the earned skill points will be granted retroactively.

Encumbrance changes

With the Showdown update, being overencumbered no longer prevents you from fast traveling. Also, carrying way more than your maximum encumbrance no longer prevents you from moving, instead moving normally now uses stamina.

This is to make inventory management easier and allow for more time spent fighting machines.

New Companion Armors

Two new Companion Armors have been added:


Threat Armor draws enemy attention away from you and towards your Companion. Just be sure to take some Repair Kits with you so it doesn’t go down!

Stealth Armor makes enemy machines less likely to attack your Companion, appointing you the role of Tank and protecting your friend from harm. Well, some harm.

Additional Companion Cosmetics

To go along with the new Armors, we have also added 14 new Companion Skins. Five of them can be found around the new and revamped locations, two drop from normal machines and toolboxes, and the rest are limited to Rival loot pools. Whether you want your metallic friend to blend in in a desert environment (for whatever reason), look like a bucket of rust, or assume the look of a dangerous feline predator, these skins are for you.

Rivals also now drop two new Companion Voice Packs: Small Cat and Big Cat.

Economy Rebalances

  • Equipment and Clothes crafting as well as Weapon Augmentation have undergone some major cost changes to accommodate for the new materials and make crafting more intuitive. The amount of materials you get from recycling has also been adjusted.
  • Machines now drop ammo based on the weapons the player is using instead of the machine’s tier and class. Based on the region the looted Machine spawned in, there is also a multiplier that applies to the amount of Ammo that drops.
  • Note that to incentivise crafting, Machines will only drop basic ammo types like FMJ and Hollow Point. Other types have to be crafted.
  • To provide you with more space to store the new crafting materials, you can now upgrade your Recycling Station to level 10, which increases the storage capacity to 1600. This has been a highly requested change and you may now hoard resources once more, until you hit the new limit and ask us for another increase. We’ll be waiting.

N16 Model Overhaul

Old Model


New Model

After listening to your feedback around the model of the N16, we realised that it wasn’t quite up to our standards. The Showdown Update contains a completely overhauled model for all five tiers of the N16. Enjoy!

Collectable Player Emotes

We’ve hidden nine new dance emotes as collectable VHS tapes around the new locations. Find them all and start a dance party like Östertörn has never seen before.

Additional Vehicle Colors

If there is one thing we’ve always wanted to add, it’s purple and pink vehicle skins. Well, now they’re here! Get yours at your local Rival or Tyrant and thank us later.

Design Changes

  • The firing sounds for the AG5, Möller PP, Klaucke, and silenced COM10 weapons has been improved to a snappier version. Pew pew!
  • The Minigun now has a brief windup sound before it starts to fire. Yes, we know it doesn’t have that in real life, but it just sounds so cool. This is audio only, so it doesn’t change the performance of the weapon.
  • The 5 crown version of the AI-76 has been visually updated to look more in line with the progression of the fist four tiers.
  • Remote Hacking now plays a nice little sound to indicate whether it was successful or not.
  • Text chat has been visually improved. The reason for this is that we wanted it to be prettier.
  • Players can now respawn at Field Radios.

Bug Fixes

Machines

  • Fixed a bug that caused Hunters to disappear randomly
  • Fixed the Vulture freezing and becoming inactive during combat
  • Fixed the Vulture not correctly entering the next combat stage by deploying reinforcements and becoming invulnerable
  • Fixed the Vulture prioritizing swedish machines over the player
  • Fixed Apoc Tanks and Wolves’ Cluster Mines not deploying correctly

Missions

  • Fixed scripted Runners not spawning during “The Hellmouth”
  • Fixed the Tylöveden Base Assault not appearing
  • Prevented turrets from continuing to shoot at players after being destroyed during the “Outpost Sabotage” Procedural Mission

Companion

  • Fixed an issue where the Companion would take too long to spawn after being placed down

Challenges

  • Fixed the “Off the Grid” challenge not counting properly
  • Fixed the achievement “Go-Getter” not counting properly
  • Fixed the “Skilled Spotter” Augmentation challenge not counting properly

UI

  • Fixed item icons not displaying when scrolling through the storage box fast
  • Fixed a bug where multiple worlds would have the same map progression
  • Fixed a “no title provided” message that sometimes popped up when hovering over another player on the map
  • Fixed the player icon disappearing from the map when zooming in
  • Fixed the challenge screen not correctly showing progress made
  • Fixed the character preview becoming invisible in the “Profile” and “Team” tabs
  • Fixed an issue that caused pickup notifications to appear multiple times in the loot feed

Gameplay

  • Fixed a bug that allowed players to place a field radio on themselves in tight spaces
  • Prevented Base Assault turrets from shooting through walls

Sound

  • Fixed sound effects playing multiple times when a Base Assault levels up
  • Fixed a missing sound when recycling

Stability

  • Fixed multiple crashes during fights
  • Many minor and edge case crash fixes
  • Fixed an instance of players loading infinitely in multiplayer

Performance

  • Introduced various rendering optimizations
  • Reduced FPS drops during combat
  • Fixed FPS drops in multiple locations
9 Likes

Thx a lot.
That sounds really exciting.
Regarding the list of the fixed bugs I’m a bit disappointed, because it seems that many issues haven’t been adressed.

  • What about the bug for losing safehouses? Although it didn’t happen for a while now, I would be interested if it’s fixed or if I could become haunted again.

  • What about the render-distance issues?

  • What about the distance-marker on the map? Has it been fixed or will it still show always the same distances?

There are probably many more reported bugs that haven’t been mentioned yet, but I’m sure they will be written down by others.

Btw.

So, if I (yes, above lvl25) go into a hatch of a lvl3 base at first tomorrow to spawn a vulture or reaper, I won’t be able to do that? Instead, the new mission-line will start? Or will we still be able to spawn them in that moment?

So, should we spend our soviet and FNIX data tokens today, to already have the tyrants tomorrow on our maps, to be able to fight them for the new experimentals before starting the mission?

Does it mean, that damaged structures will be repaired or even that destroyed structures will be replaced?

What about low level characters in the team? For example a lvl 25 character starts the mission, but all other players in the party are below lvl25. Will they still be able to do the mission during that party once it is started?

Does “moving normally now uses stamina” just applies if you’re overencumbered, or all the time?

What exactly does it mean? Does the vulture after the update priorizes swedish machines or the player? Wasn’t as clear to me.

1 Like

There are definitely still known issues and bugs that we don’t have the resources to fix, it’s always a game of prioritization and cost.

You can still access the terminal in the chamber to spawn tyrants and vultures after the mission triggering event happens in the chamber.

Base repair is free including rebuilding destroyed buildings. Many building costs have been adjusted to account for the fact that they are now effectively a permanent purchase rather than a repeating cost.

Carrying over your max encumberance means you walk normal speed while you have stamina but it’s consumed as you move, then, when it’s empty, you move at a snail’s pace but still move. The amount you’re over the encumberance limit affects how quickly you use up that stamina

3 Likes

Thx for answering, Ash.

  • Buildings are more expensive.
  • Walking uses stamina, if overencumbered.
  • Destroyed structures (during base defense missions) can be automatically rebuilt after the mission

The last one brings me to more questions:
What if, for example, two wall segments get destroyed during base defense mission, but I rebuild them immediatly to secure my base during the mission? One stays intact, one gets destroyed again.

I complete the mission and repair my base.
Does the game notice that I rebuilt the walls and only one got destroyed again? Will it rebuild the already rebuilt wall (which should cause issues), too, or refund me the materials? Or is it even impossible to build new structures during a mission?

We couldn’t reproduce this reliably, so I can’t guarantee it’s fixed for your case. some fixes were submitted for it.

Render distance wasn’t changed because we couldn’t risk other things breaking performance wise.

I can’t find a ticket for this, so I can’t say if it’s fixed right now. Best to check it after the update

You can still spawn a tyrant.

Even destroyed ones will be repaired.

Yes.

Only while overencumbered

No. It prioritized Swedish machines before, it doesn’t anymore.

2 Likes

Thank you very much Carni!

At least there are some reports for that. Just to mention a few:

I’m so happy these are fixed: The Vulture bugs, Apoc cluster mines bug, Tyloveden base bug (Finally!) and Hunter disappearing bug. Thank you Devs!

2 Likes

If the update does not introduce new bugs, it seem very awesomel!

I have a question regarding a bug not mentioned above.

@SR_Carni Has that been fixed?

1 Like

wait i’m like super dumb what time will this be out for AUS and USA?

Just check when it says their “24hr notice” thing was posted, and it will be that time tommorow.

1 Like

CROSS-PLAY NOT WORKING: So I have some friends that play on XBox, I play on PC with Gamepass, and ever since the new update (The Showdown Update, Dec.12) I have not been able to join their games. They are not able to join mine, but my friends also playing on PC gamepass can join me. So it seems that cross-play is no longer working.
Appears that my XBox friends version is v.2901074, my version (PC) is v.2911074. This is the cause of the error.
Is anyone else having this issue, or know how to fix it?

1 Like

There should come a fix for some unintended things in the gamepass Version (this debug stuff).
Maybe that’s why you have different versions: they probably released the wrong build on gamepass.

Not only did they make it where your friends on Xbox can’t join you, but multiplayer as a whole isn’t working, hoping they fix the different versions soon. Although I did enjoy flying around the map in the test version lol

Even though I only play(test)ed for about an hour last night, I found one thing I defintely do not like, the new mechanics when one is overencumbered and loses stamina.
Imho that is happening too fast and/or better should be somewhat like staged. e.g. I had about 300 grams too much on my hips and my character moved out for about 25 m before it switched to snail-mode…
I definitely liked it more with walking infinitely while being overencumbered and not having the possibility to fast travel as it is right now. Even though I had wished to fast travel with a (overly)laden backpack from time to time it’s a total hindrance to my (personal) playstyle right now.
Not being able to run while being overencumbered is totally fair play and ok but moving out on a snails trail is not ! And fast travel is not always a viable solution, especially when I don’t want to get to a safe house or are too far away from one to return on foot/bike, whatever…

My 2 Ct. so far, ymmv though

1 Like

Yeah for me it also felt somehow…unfamilar?
Although it’s not a great change and even offers more mobility in total, it totally changes they way we played.

I will have to adjust my playstyle in a great amount.

You know you’re hard on the limit, but while fighting for example a firebird rival and other machines you still Go and loot Lynx for advanced meds… Often it has to be fast, so grab all and … A few meters further while trying to dodge shots of the firebird you almost stop moving. I comes so unexpected but can happen easily.

Before that it was easier to finish a fight while being overencumbered, then manage your inventory and then try to get to a location with a recycling bench and plundra or vehicle station.

The new idea isn’t bad, but it should be adjusted, because it affects grown playstyles too strong. We need more stamina or it should be used way less fast. Even with all skills it’s used too fast.

Btw. Becoming overencumbered now is even a greater thing, because we get so much more ammo for our guns. Even my companion with it’s 32kg space isn’t a great help with that.

1 Like

@Kimosabe_X
@Madchaser
The way i see it, overencumbered should be after the 112 kg, that was the limit before right?
So after that number we walk some meters and the stamina goes down.
Now we actually have less and not more, it was better like it was before.
Its very annoying, so far it seems the worst thing they added.
We could walk with a lot more of stuff before, and now we reach 96 and “No you cant walk anymore without looking like an old man”.

3 Likes

Well the maximum limit dependend on our skills, of course. It was somewhere there with all skills for carry capacity, yes. 110 or 112…

I see, that they not just wanted to give us an advantage (still being able to move somehow and to use fast travel!), but also wanted to limit it with a disadvantage. So, using stamina from 96kg on is ok… In my eyes they just forgot to improve the stamina system.

It was always too fast used up.
For example my augmented N9 should use less stamina and enable us to sprint further. But in fact I don’t see any advantage, because it’s still used within about 2 or 3 seconds.

They should increase the stamina-value by 10 times or reduce the value that’s used per second to 1/10 of what’s now.

Then I could live better with it, I think.

1 Like

My “fix” is to deploy a field radio before I fast travel to a safe house. Can come right back. This is handy for stockpiling a lot of resources quickly. But due to exploring the new island, I will start beginning my portable safe house and deploy a radio near it. Then I just bring the locker to me.

1 Like

The thing is, constantly using fast travel, breaks the “immersion”
I at least like to go through certain routes and eliminate the machine presence.
Now i have to constantly warp back to a safehouse.
Those extra 16 kG of carrying capactiy i had before the update were enough, now I will need to adjust once again :confused:

2 Likes

Well, yes, that could also work.
That would even be SUPER REALISTIC, thats how it is, you have a lot of stuff, its heavy, eventually you have to stop, there you have it.
Now we walk 15 meters and its like we did a marathon.

2 Likes