Season 4 Chapter 4 of Fortnite is almost here and teasers about the storyline have already begun to appear online. Weird poster...
Description of Fortnite Update v10.20
CREATIVE MODE
WHAT'S NEW?
Pandora Building Set Recreate your favorite corner of Pandora! In the near future, Fortnite will have a Pandora themed playground, so get creative and send us your work. It is part of the Fortnite x Pandora co-promotion. barren island A deserted canyon with tall jagged cliffs, reminiscent of the Pandora Desert on the Battle Royale map. Communication Use the HUD message device and speaker to get the word out to the players quickly. Light it up! Now your players will be able to explore the dark corners of the map, armed with a torch and a flashlight pistol.ISLANDS
- Added a desert canyon with tall jagged cliffs, reminiscent of the desert zone on the Battle Royale map.
- The surface of the islands of the frozen lake no longer flickers in the mobile version of the game.
GAME PROCESS
- A new option has been added to the Camera Filter menu in Game Options: Comic.
- Added Weapon Destruction to the Game Options menu:
- determines how much damage the player's weapon can deal to objects and buildings on the map.
- No Damage, 10%, 25%, 50%, 75%, 100%, 125%, 150%, 175%, 200%, 300%, 400%, 500%, Instant (Default: 100%).
- A new item "Editing rights" has been added to the "Game Options" menu.
- Determines who can modify player buildings during the game.
- Default, all (default: default). Default - Players can change their own buildings and the buildings of teammates. All - Player buildings can be modified by players from any team.
- Added a new option to the Join During Game menu in Game Options: Appear in the next round.
- Players no longer lose their ability to move when entering a vehicle that is partially in a rift.
- Fixed a bug due to which creatures could not spawn on Kevin's floating islands.
- Players will now lose access to the creative inventory on the Battle Royale map when they enter a Mining Village or Outpost.
- traps do not work due to vehicles that do not have players. It is no longer possible to use this mechanism in creative mode to trigger island events. We are working on a solution to this problem.
WEAPONS AND ITEMS
- Added a pistol with a flashlight.
- Players will be able not only to disperse the darkness, but also to fend off enemies.
- Rare item.
- Uses small caliber cartridges.
- Damage: 26
- Headshot Damage: 52.
- 6,75 shots per second.
- Shop for 16 rounds.
- Added torch.
- A flaming torch lights your path.
- Rare item.
- Cannot be used as a melee weapon.
- Traps now trigger on players who have turned into an object.
- Stabilized the camera position when switching between objects with the carbon copy gun.
- Fixed a number of bugs related to using the Carbon Cannon while heavily wounded.
KITS AND FINISHED ITEMS
- Added 6 new prefabs:
- container complex from Pandora;
- container tower from Pandora;
- a mountain of containers from Pandora;
- barn from Pandora;
- hut from Pandora;
- shack from Pandora.
- Added 6 new sets:
- Pandora's set;
- a set of objects from Pandora;
- a large set of objects from Pandora;
- a set of containers from Pandora;
- a set of skeletons and stones from Pandora;
- Pandora lighting set.
- Surfaces from the cliff set are no longer automatically destroyed after pasting.
- At low graphics quality settings, you can now see the effect of a sphere with butterflies.
- Some walls in the pueblo set no longer have an invisible collision model at the bottom of them.
- The Huge Pyramid prefab no longer has a black floor in the mobile version.
- Signor Pomodoro's photo frame from the Giant Hypermarket set and the Old Warehouse photo frame from the Old Warehouse Objects Set now have a collision model.
- Players will no longer be able to search the Stilt House Prefabricated Bed.
- Items from the Furnishing Pack now drop the correct materials when destroyed.
- Factory roofs from the Old Warehouse and Diner set can now be inserted.
DEVICES
- Added Random Number Generator device.
- Picks a random number between two values and displays the result. It can also award points or add this random value to the volume in front of it to activate the device.
- Value Limit 1: 0-99 (Default: 1). Can be the maximum or minimum value.
- Value Limit 2: 0-99 (Default: 6). Can be the maximum or minimum value.
- Winning value: If the result is greater than this value, you win. In combination with other parameters, this allows you to send an activation signal.
- 0–99 (default: 4).
- Score Multiplier: Increases the displayed score (and winning score) of the device. For example, if you get 5 with a multiplier of 10, the device will give you 50.
- 1–10 (default: 1).
- Counting time: determines how long the counting will take.
- Instant, 1-30 sec. (default: 3 sec.).
- Reset Delay: Determines how long the device waits before reactivating the count.
- None, 1 second, 2 seconds, 3 seconds, 5 seconds, 10 seconds, 20 seconds, 30 seconds, 1 minute, 2 minutes, 3 minutes, 5 minutes, 10 minutes, 15 minutes, 20 minutes (default: none).
- Additional points: determines under what conditions points are awarded to the player who activated the device.
- Never, always, on win, on lose (default: never).
- Score Type: Determines how any points are awarded.
- Add, subtract, set (default: add).
- "Add" and "subtract" - changes the player's current score by the specified number of points.
- "Set" - equates the player's score to a certain value, ignoring the current one.
- Add, subtract, set (default: add).
- Points: determines how many points the player should receive.
- Number of points after calculation, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (default: number of points after calculation).
- Region: Determines if this device has a region and, if so, in which direction it extends from the point. Depending on the result, a zone will be selected in this area. This dedicated zone activates triggers, sequencers, speakers and random number generators.
- No, forward, left, right, back (default: none).
- Length: The length of the area.
- ½, Plain, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: 4).
- Width: the width of the area.
- ½, Plain, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Plain).
- Height: The height of the area.
- ½, Plain, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Plain).
- Displayed in game: on, off. (default: on). If disabled, the device can be activated by the received signal, but it will not trigger on the player's actions.
- Sound Play: Determines whether the device will play sound effects when counting, winning, and losing.
- On, off (default: on).
- Team: Any, 1-16 (Default: Any).
- Enabled: Determines when the device should fire.
- Disabled, Enabled, Provisioning Only, Gameplay Only (Default: On).
- Activation by game phase: scoring starts at the same time as this game phase starts.
- Never, before game start, preparation, game start (default: never).
- Receivers
- Enable When Signal Receiving: No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Activate when receiving a signal: the counting starts when a signal is received on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Cancel on Receiving a Signal: Cancels any current count when receiving a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Transmitters
- Transmit Signal on Win: If the count is considered a win, send a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Transmit signal on defeat: if the result of the count is considered a defeat, sends a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Send signal at maximum value after counting: if the maximum possible value is obtained as a result of counting, sends a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- At minimum value after counting (transmission enabled): if the minimum possible value is received as a result of counting, sends a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Transmit Signal on Win: If the count is considered a win, send a signal on the selected channel.
- Added "Account Control Panel" device.
- This device awards points to the player who activates it. The device can only be activated using its receivers. Players cannot interact with it directly.
- Points:
- determines the number of points awarded the first time the device is activated during a game.
- -200, -100, -50, -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (default: 0).
- determines the number of points awarded the first time the device is activated during a game.
- Scoring type: determines how the device affects the account of the player who activated it.
- Add, subtract, set, none (default: add).
- "Add" and "Subtract" - changes the player's current score.
- "Set" - equates the player's score to a certain value, ignoring the current one.
- "No" - does not change the player's current score, turning the device into a regular counter.
- Add, subtract, set, none (default: add).
- Team:
- any, 1-16 (default: any).
- Number of operations
- Determines how many times the device can be activated before it stops working. This value can be reset using the Reset On Receiver receiver even after the maximum value has been reached.
- Infinite, 1-10 (default: infinite).
- Determines how many times the device can be activated before it stops working. This value can be reset using the Reset On Receiver receiver even after the maximum value has been reached.
- Adding points
- With each subsequent activation of the device after the first, the number of points awarded will change by the specified value. This option allows you to create rewards that increase or decrease over time.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (default: 0).
- With each subsequent activation of the device after the first, the number of points awarded will change by the specified value. This option allows you to create rewards that increase or decrease over time.
- Min. number of points
- Specifies the minimum amount by which points can be reduced by the Add Points option. The points awarded will never be less than this value, even if the initial number of points is less.
- -999, -500, -400, -300, -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2 , 3, 5, 10, 15, 20, 35, 50, 100, 200 (default: -999).
- Specifies the minimum amount by which points can be reduced by the Add Points option. The points awarded will never be less than this value, even if the initial number of points is less.
- Max. number of points
- Specifies the maximum amount by which points can be increased by the Add Points option. The points awarded will never exceed this value, even if the original points are greater.
- -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35 , 50, 100, 200, 300, 400, 500, 999 (default: 999).
- Specifies the maximum amount by which points can be increased by the Add Points option. The points awarded will never exceed this value, even if the original points are greater.
- Enabled: Determines when the device should fire. When set to Disabled, this device's receivers will not be able to activate it.
- Disabled, Enabled, Provisioning Only, Gameplay Only (Default: On).
- In-Game Display: On, Off (default: off).
- Transmit a signal with this number of points
- Transmits a signal when the device accrues the given number of points.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (default: 0).
- Transmits a signal when the device accrues the given number of points.
- Receivers
- Activate on Signal: Give points to the player who activated the device when they receive a signal from the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Enable when receiving a signal
- No Channel, 1-32 (Default: No Channel).
- Disable when receiving a signal
- No Channel, 1-32 (Default: No Channel).
- Reset when signaled
- When a signal is received on the selected channel, the device turns on, the number of points awarded becomes equal to the value specified in the “Points” parameter, and the number of device activations is reset to zero.
- No Channel, 1-32 (Default: No Channel).
- When a signal is received on the selected channel, the device turns on, the number of points awarded becomes equal to the value specified in the “Points” parameter, and the number of device activations is reset to zero.
- Consider when receiving a signal
- The current value of points awarded is changed to the value of the "Add points" parameter, but the player who activated the device does not receive points.
- No Channel, 1-32 (Default: No Channel).
- The current value of points awarded is changed to the value of the "Add points" parameter, but the player who activated the device does not receive points.
- Activate on Signal: Give points to the player who activated the device when they receive a signal from the selected channel.
- Transmitters
- Send a signal when the trigger limit is reached
- After the device has been activated as many times as specified in the "Number of activations" parameter, a signal is received on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- After the device has been activated as many times as specified in the "Number of activations" parameter, a signal is received on the selected channel.
- Send a signal when scoring
- When a player receives the number of points specified in the "Send signal at this number of points" parameter, a signal is sent on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- When a player receives the number of points specified in the "Send signal at this number of points" parameter, a signal is sent on the selected channel.
- Send a signal when the trigger limit is reached
- Added "Speaker" device.
- When activated, plays sounds for everyone nearby.
- Speaker Sound: Determines which sound effect is played by the speaker.
- Disabled, Accent A, Accent B, Accent C, Hit A, Hit B, End A, End B, Fail A, Fail B, Flashback, Game Over, Magic, Mystery A, Mystery B, Mystery C, Moderate, Positive, Reward A, Reward B, Horror A, Horror B, Success A, Success B, Success C, Surprise A, Surprise B, Transition A, Transition B, Open, Cymbals (default: Emphasis A).
- Volume: very low, low, medium, high, very high (default: medium).
- Attenuation: Determines how far the sound travels.
- Close, Medium, Far, Very Far, Island (Default: Medium). Island - the sound can be heard in any corner of the map.
- Reactivation: Determines what happens when the device is activated again while it is playing a sound.
- Ignore, restart (default: ignore).
- Enabled: Determines when the device should fire. When set to Disabled, this device's receivers will not be able to activate it.
- Disabled, Enabled, Provisioning Only, Gameplay Only (Default: Enabled).
- Activate on Hit: Determines if the device can be activated by damaging it.
- Yes, no (default: yes).
- In-Game Display: On, Off (default: off).
- Receivers
- Activate When Receiving From: No Channel, 1-32 (Default: No Channel).
- Enable When Signal Receiving: No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added a device for displaying messages in the interface.
- This device allows you to display text messages on the players' screens using different styles. Messages can be sent after a certain time or when activated using triggers and receivers. Only one message is displayed on the screen at a time, no matter where it is located.
- Message
- The text field can contain up to 80 characters.
- Team:
- all, 1-16 (default: all).
- Time since the start of the round
- The message will appear when the specified amount of time has passed since the start of the game:
- never, 1-10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 seconds, 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes (default: 10 seconds).
- The message will appear when the specified amount of time has passed since the start of the game:
- Display time
- Determines how long the message will be displayed on the screen.
- 1-5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 seconds, 60 seconds, always (default: 5 seconds).
- Determines how long the message will be displayed on the screen.
- Text style
- Standard, Small, Large, Extra Large, Blue, Blue Bold, Orange, Orange Bold, Red, Red Outline (Default: Standard).
- Message type
- Specifies the importance of the message. Standard messages are displayed after other messages. Critical messages are displayed immediately.
- Standard, critical (default: standard).
- Specifies the importance of the message. Standard messages are displayed after other messages. Critical messages are displayed immediately.
- Sound signal
- On, off (default: on).
- Place
- Specifies the area of the screen where the message will be displayed.
- Center Bottom, Center Top, Right Center (Default: Center Bottom).
- Specifies the area of the screen where the message will be displayed.
- Display in game
- Show, hide (default: hide).
- Receivers
- Display When Signal Receiving: No Channel, 1-32 (Default: No Channel).
- Hide When Receiving From: No Channel, 1-32 (Default: No Channel).
- We've made a number of changes to the Advanced Storm Control Device.
- We have tried to make the Enhanced Storm Controller and Enhanced Storm Beacons easier to use so that players can easily create their own Storms.
- Added "Create Storm at Game Start" option
- Should the Tempest start as soon as the game starts?
- Yes, no (default: yes).
- Should the Tempest start as soon as the game starts?
- Added "Create Storm on Signal" option
- Creates a Storm when receiving a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Creates a Storm when receiving a signal on the selected channel.
- Added "Dispel Storm on Signal" option
- Disables the Storm control device, immediately removing it when it receives a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Disables the Storm control device, immediately removing it when it receives a signal on the selected channel.
- Added option "Send signal when phase ends"
- Sends a signal to the selected channel at the end of each Storm phase.
- No Channel, 1-32 (Default: No Channel).
- Sends a signal to the selected channel at the end of each Storm phase.
- Removed 'Start Phase' and 'Move in Late Phases' options that were causing confusion when used on Tempest Beacons. Tempest Beacons are designed to set up the Tempest in the later phases.
- We've made a number of changes to the improved Tempest Beacon.
- Removed "None" for all parameters - now requires explicit values for each parameter. We have also added default values. This will help clarify the use of Storm Beacons in conjunction with a Storm control device.
- Removed "None" from the possible values for the "Movement Pattern" parameter.
- Determines whether the Storm will move towards this beacon or in a random direction.
- The parameter "Radius at the end" has one more value: 0 m.
- New options have been added for the Item Spawner, Item Spawn Panel, and Capture Item Spawner devices.
- Transmit a signal when an object is picked up
- No Channel, 1-32 (Default: No Channel).
- Transmit a signal when an object is picked up
- Added a few more values for the "Duration" parameter for the "Timer" device.
- 6 minutes, 7 minutes, 8 minutes, 9 minutes, 11 minutes, 12 minutes, 13 minutes, 14 minutes.
- Added a number of options for the Radio device.
- Play before game starts: yes, no (default: no).
- Pre-Game Playback: Yes, No (Default: No).
- Play during game: yes, no (default: no).
- Replay after the end of the round: yes, no (default: no).
- Play at the end of the game: yes, no (default: no).
- Play On Receiving From: No Channel, 1-32 (Default: No Channel).
- Stop On Receiving From: No Channel, 1-32 (Default: No Channel).
- Added a number of parameters for the explosive device.
- Displayed in game: on, off. (default: on).
- Collision during game: on, off. (default: on).
- Collision: everything, only weapons (default: everything).
- Transmit Signal on Explosion: No Channel, 1-32 (Default: No Channel).
- Display When Signal Receiving: No Channel, 1-32 (Default: No Channel).
- Hide When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added values for the parameter "Time to explosion (from the beginning of the game)": 11 minutes, 13 minutes, 14 minutes.
- Added values for team and inventory options.
- End round when signaled: The current round will end and this team will be the winner.
- Transmit signal when team is eliminated: The signal will be transmitted when the members of the specified team in the parameters die.
- Removed parameter from target device.
- Collision during game: when displayed
- This setting degraded network performance.
- Collision during game: when displayed
- Settings for some devices on the Xbox One version are now saved properly (including Player Spawns, Billboard, and Explosive Device).
- Fixed an issue that caused the Billboard Device to require 200 Power. memory.
- The acceleration device now affects the B.R.U.T.E.
- The first phase of the Storm now starts at the point where the advanced Storm control device is located.
- Fixed an issue where the "Create Storm on Received Signal" option on the Storm Control Device was resetting existing Storms.
- The background sound effects of the Enhanced Tempest Beacon no longer play during games.
- Players can no longer use weapons after respawning in an unarmed hotspot.
- Fixed an issue where pickups would interfere with interaction with other nearby objects.
- Barrier device frames no longer appear away from players.
- The Barrier device now blocks players from entering the pre-match lobby.
- Fixed an issue with the Team Parameters and Inventory device causing it to send out a team kill signal when the team actually remained in play.
- The Camera Retro filter now renders properly on PlayStation 4 and Xbox One. Display bugs in the mobile version have also been fixed.
- Creature Spawner now displays descriptions when toggling its customization options.
INTERFACE AND COMMUNICATION
- The construction shortcut bar is now hidden and construction hotkeys are not available when Build is disabled in the Game Options menu.
- A "Copy" button has been added to the "Create Game" menu, allowing you to quickly create a copy of an existing island.
- The screen no longer goes black when a player in B.R.U.T.E. is eliminated.
- Fixed an issue where the score widget was not properly tracking a player/team score.
- You can now select text fields on PlayStation 4 and Switch versions.
- Buttons now appear in the scoreboard menu in Creative Mode replays to close the menu or leave the match.
BATTLE THE STORM
WHAT'S NEW?
Quest line "Long way home" In this adventure, the past and the future merge into one, breaking the laws of time and space! Help Ray, Dennis, and Lars get through these difficult times. cosmetic picks Harvest materials in style by swinging different pickaxes from your locker. Trap "Music installation" Let the husks dance more vigorously and attack you less often! Make the Husks dance until they lose their pulse with the new Music Set trap.MISSIONS AND MECHANICS
- Find out the possible fate of Ray, Lars, Dennis and even Ned in a series of quests where the past and the future merge!
- Complete 15 quests to earn Gold, Event Tickets, a new legendary ranged weapon of your choice, and an all-new Constructor Hero!
- Quinn continues on his way to put on his favorite song of the summer!
- Quinn is on his way back to the radio station this week to get his favorite song of the summer on the air.
- While Quinn prepares for her new adventure, complete the first part of her questline.
- The first part is available until August 29, 03:00 Moscow time.
- The second part will appear on August 29, at 03:00 Moscow time.
- Husk Extermination (Submachine Gun) quest has been added to the list of possible daily quests.
- Updated the Rescue Survivor badge UI to accurately indicate the requirements for the Gold, Silver, and Platinum badges. (Silver - 3 or more, Gold - 7 or more, Platinum - 9)
- The radar tower now requires a strictly specified amount of BlueGel for additional scanning.
- Reduced the growth of Husk power between secondary objectives in the "Time to Go" event.
- The Evacuate Shelter mission is now guaranteed to spawn in the Canyon Valley zone at Power level 64.
- Increased rewards for Orb of Shadows.
- Vehicles used in the "Time to Go" event will now disappear if the mission fails.
- The Air Truck will now destroy a BEAR and an Electric Tower if placed in its path in the Time to Go event.
- To find the servers in the mission "Have you tried turning it off and on again?", you now need to get closer to them. They are also now undetectable through walls.
- The Map of Canny Valley now shows areas where the Big Picture quest can be completed.
- Players in closed groups no longer lose access to the low-level zones of the Hit the Road event when paired with more powerful players.
- Brainflies now properly spawn in all waves while defending a Storm Shield.
- Note: We found that the game was blocking Husk spawn points by mistake. Now some amplifiers will be attacked from new directions.
INTERFACE
Corrected mistakes- Emote keysets can now be seen and modified in Save the World.
- Price tags for llamas that were sold for 0 V-Bucks/X-ray Tickets now read "0 V-Bucks" instead of "0 X-ray Tickets".
- Removed the extra space between the item quantity and the currency icon in the Item Shop.
- The "Select" button is no longer disabled when using the mouse while the player is receiving collection book rewards.
- Pinned quests no longer grow in size or stretch horizontally on the zone map.
- Commander's flag and stats are now properly displayed on the team panel after exiting a zone with a team.
- Players can no longer replace the party leader during matchmaking.
- Weapons no longer display "Default Data" in missions in the Hit the Road event. It now displays a download icon until the correct information is available.
- Item cards no longer flicker when a player opens a llama in the shop.
- The quest tracker no longer overlaps the UI above it when a progress toast appears.
- Disabled loading screens with messages that overlapped the task list when loading a mission.
- The description of the Proximity Mine on the Gadget Upgrade screen now shows the correct explosion range.
PERFORMANCE
- Slightly reduced the consumption of RAM at the end of the level.
HEROES
- Carbide answered the call for help and returned to the Event Store!
- Standard skill: Sharakh
- "Left-right" injures and inflicts 13 units base energy damage every second for 3 seconds.
- Commander Skill: Balloons +
- "Left-right" injures and inflicts 26 units base energy damage every second for 3 seconds. Left-Right uses Space Pistols, which bounce off objects and pierce through enemies.
- Available in the Event Store on August 29 at 03:00 AM PT.
- Standard skill: Sharakh
- Dennis Jr., the new mythical constructor, has entered the scene!
- Standard skill: Massacre
- After killing an enemy with an ax with a probability 11% you will be affected Powerful Riff (Increases damage by 50% and attack speed with melee weapons by 32%; the effect gradually weakens over 8 seconds.).
- Commander Skill: Massacre +
- After killing an enemy with an ax with a probability 37% you will be affected "Powerful Riff".
- Command Skill: The drum
- REQUIRED: 2 stylish heroes.
- "Powerful Riff" also increases critical rating on 160 units (effect fades over 8 seconds) и restores strength bases for 73 units.
- The hero can be obtained in the Long Way Home questline.
- Standard skill: Massacre
- Crush your opponents with the new Wildcat Rocker soldier!
- Standard skill: The power of music
- After the murder 10 enemies for 9 sec. you will be affected by the "Powerful Riff" effect.
- Commander Skill: The power of music +
- After the murder 4 enemies for 9 sec. you will be affected by the "Powerful Riff" effect.
- The hero can be obtained from stylish llamas.
- Standard skill: The power of music
- Become a star with the new Penny Superstar construction toy!
- Standard skill: thunder of applause
- After killing an enemy with a powerful attack with a probability 12,5% you will be affected "Powerful Riff".
- Commander Skill: Thunder applause +
- After killing an enemy with a powerful attack with a probability 40% you will be affected "Powerful Riff".
- The hero can be obtained from stylish llamas.
- Standard skill: thunder of applause
- New traveler Celebrity Quinn will help you become the coolest of all!
- Standard skill: sound waffle
- Collecting metal, you are likely to 32% get zvukoflu. After use zvukoflyyou will be affected "Powerful Riff".
- Commander Skill: Soundwave +
- Collecting metal, you are likely to 100% get zvukoflu. After use zvukoflyyou will be affected "Powerful Riff".
- The hero can be obtained from stylish llamas.
- Standard skill: sound waffle
- The new ninja Student Hiro will be the best player on your team!
- Standard skill: dead ball
- After killing an enemy with a probability 7% появляется soccer ball. When lifting soccer ball you will be affected "Powerful Riff".
- Commander Skill: Dead ball +
- Standard skill: dead ball
- After killing an enemy, there is a 23% chance that a soccer ball will appear. When you pick up the soccer ball, you will be affected by the "Powerful Riff" effect.
- The hero can be obtained from stylish llamas.
- Fixed an issue where Armor Piercing Attack's collision model would not always perform the same when attacking from the edge.
- Trap buffs now no longer affect traps after BASE is destroyed.
- Husks no longer lose the ability to target players when in the path of a BEAR.
WEAPONS AND ITEMS
- A stylish llama has appeared in the game!
- Contains 4 new stylish heroes and 5 musical weapons.
- Price: 500 Time to Go tickets
- Stylish Llamas can now contain musical weapons.
- "Stereo": A high impact assault rifle that fires two bullets at a time to pierce through enemies.
- "Crescendo": A sniper rifle that fires projectiles that pierce through enemies. Allows you to build up a charge to deal additional damage.
- Chord: A spear that allows you to make powerful strikes from a distance, dealing massive damage to the enemy.
- Power Attack: Sonic Pulse - Slam the ground with your spear to damage and knock back nearby enemies, and grant a temporary bonus to damage dealt by you and your allies. The effect stacks up to four times.
- "Microphone": A huge club with incredible knockback power.
- Power Attack: Pulse Back - Smash the microphone to the ground to create a powerful sonic pulse that will hit enemies in front of you.
- "Subwoofer": A shotgun that fires sonic projectiles that injure and knock back enemies. Effective at medium range.
- In the task "Happy journey!" A new trap is available from the Time to Go event "Music Installation".
- She briefly stuns fog monsters and makes other husks dance.
- An updated weapon icon next to the defender's card now indicates whether or not they can use submachine guns.
- Standardized and reduced the creation time for all items, regardless of their rarity.
- Weapons are crafted in 5 seconds.
- Traps are created in 3 seconds.
- Ammo is created in 2 seconds.
- Components are created in 0,5 seconds.
- Reduced the cost of creating medical station blueprints.
- Common and Uncommon: 2 plants, 4 flowers, and 1 bacon.
- Rare: 3 plants, 5 flowers, and 1 bacon.
- Epic: 4 plants, 5 flowers and 1 bacon.
- Legendary: 5 Plants, 6 Flowers, and 1 Bacon.
- You can now increase the rarity of submachine guns.
- Traps now rotate properly when placed without a floor.
- Mist Blasters no longer slide on the ground when they are knocked back by players during a laser attack.
- Fixed a bug due to which the beam of the Heat Lamp Rifle was directed at different points on repeated shots.
- Death Ray no longer causes powerful flashes of white light when firing near other players.
- The flag now only self-destructs if the same player has set a new flag.
GAME PROCESS
- Pickaxe style can now be selected in the locker!
- Choose from any of the styles you've acquired throughout the game, or bring along a pickaxe from Battle Royale.
- You can also use the pickaxes from Save the World in Battle Royale. Enter Save the World to get them.
- Read more about this in our блоге.
- Note: We've disabled heavy attack for the pickaxe as it's not very efficient at harvesting resources. This change comes with the addition of the ability to take a pickaxe in each hand. This change will not affect the Traveler's Armor Piercing Attack.
- War Games - Double Assault: Gold Brutes are now more resistant to recoil to prevent players from stopping them in place with Cryo Traps and Launchers.
- War Games - Quantum Countdown: Fixed an issue that caused the second wave to spawn in the wrong place.
- A player joining during the Destroy Portals mission will now be able to see the beacon of an active portal.
- The Air Truck no longer appears to be stuck in the air when the player reconnects to the Hit the Road event mission.
- Fixed a rare critical error that occurred when receiving a severe wound.
- Changed enemy spawn points in the War Games simulation - Quantum Countdown.
- Wall stakes now increase combat score when damaging enemies.
GRAPHICS AND ANIMATION
Corrected mistakes- Root visual effects no longer appear on surrounding objects.
- Sleeping Brute, Predator, and Blaster VFX now display properly.
SOUND
- Removed music clip that played at the end of the day.
- Storm sounds no longer continue to play when changing game modes.