UPDATE VERSION 1.0.2 IS AVAILABLE NOW

Beyond Contact

A fiercely formidable sci-fi survival game, set on a hostile alien world that wants you dead! Alone, or with a crew, do you have what it takes to survive?

[img]{STEAM_CLAN_IMAGE}/34818630/b732a766ab09c8aca49bce7b93e8eaa334600e11.png[/img] [h2]UPDATE NOW AVAILABLE![/h2] [b]Greetings, Space Corps Operatives![/b] Beyond Contact Version 1.0.2 is now available! This includes gameplay improvements, including significant changes to Tool, Weapon, and Armor durability, as well as a bunch of bug fixes. [h2]Highlighted Changes:[/h2] [list] [*] Building kits will now go directly into your inventory on deconstruction [*] Holding interact will now continuously pick up nearly collectibles (default F on keyboard, A on Xbox controller and X on PS controller) [*] Greatly reduced the durability drain rate on tools, weapons, and armour (See details below) [*] Joining private games will now allow players to select a character [*] Significantly reduced the frequency of hazard warnings [*] Replaced the Brachylon Market repair objective that required a delivery of 2 × Crog Hide to 2 × Corapod Carapace [/list] [img]{STEAM_CLAN_IMAGE}/34818630/2b34a86cc7df087bdbdec8a81f0529db84b44c19.png[/img] [h2]Other Changes:[/h2] [list] [*] Items can now be consumed directly from the ground [*] High-tier plants now drop their seeds when dug up [*] Added new physics-based destruction animations to the Void Crystal Mine [*] Buildings can no longer be placed within markets or directly around Obelisks (in new games) [*] Commander Magella now welcomes you in Conquest [*] Added new Obelisk activation character animations [*] Added hover tooltips to fuel sources within generators [*] Reduced raid scaling in Story mode to minimize the jump in difficulty between the first and second raids [*] Reduced the damage of destruction pulses from a destabilizing Void Nexus so that nearby structures aren't immediately wiped out [*] Chitterlings will no longer burrow into harvested Resin Mounds [*] Added new attack animations for the Corrupted Sniper [*] Improved the visuals of the Bio Shroom plant’s harvested state [*] Turning off the Habitat Room Controller now turns off every building in the room [*] Doubled the food preservation effect of the Refrigerator [*] Standardized and increased item drop ranges [/list] [img]{STEAM_CLAN_IMAGE}/34818630/2b34a86cc7df087bdbdec8a81f0529db84b44c19.png[/img] [h2]Fixes:[/h2] [list] [*] Fixed an issue where a particular objective could be completed prematurely, which prevented the story from being progressed further [*] Fixed generic controller options not setting the default icons correctly [*] Fixed an error that could occur when a player quit while being revived by another player [*] Fixed a couple of visual glitches on several rocks in the Geode Quarries [*] Fixed a case where the second harvest or mine wouldn't work if it was started too quickly after the first [*] Fixed an issue where Zaine was using the wrong animations for equipping items [*] Fixed an issue where the arrows in the power generator interface flashed too quickly and sped up over time [*] The Advanced Door now removes the forcefield visuals when opened [*] The Advanced Doors and Walls forcefield visuals now hide when unpowered [*] Fixed various voice and subtitle mismatches [*] The Join Game main menu button is now disabled when playing in offline mode [*] Fixed a crash caused by the Mini-Turret being destroyed while inside inventories [*] Fixed the wrong experience bar showing when loading a save at max level [*] Fixed an issue where the Daily Missions screen would not update correctly [*] Fixed an issue that caused the Display Case schematics to unlock during a Brachylon conversation [*] Fixed an issue where left analogue stick navigation could get stuck [*] Fixed raid icons being incorrectly visible on the map under certain circumstances [*] Fixed an issue where some subtitles would display numbers instead of text when interacting with the Unscanned Forcefield Pillar [*] Fixed the cursor snapping to the center of the screen when rotating the camera with the mouse [*] Fixed text clipping out of the screen on the Unlocks and Character Selection screens [*] Fixed an issue where the Brachylon Rune Keeper’s staff would float while running [*] Fixed a missing soil texture when digging up Dirt Mounds in Melting Valley [*] Fixed various pathfinding issues in the Fungal Fields [*] In-game dialogue is no longer played during cutscenes [*] The structure off icon is now always displayed at the correct height [*] Fixed an issue where the end game screen lingered after a dead host quit [*] The color palettes in the shop's cosmetics tab are now correctly highlighted [/list] [img]{STEAM_CLAN_IMAGE}/34818630/2b34a86cc7df087bdbdec8a81f0529db84b44c19.png[/img] [h2]Durability Changes:[/h2] We have taken on board user feedback and have re-balanced all tools, weapons and armor in the game to allow them to last longer. [table] [tr] [th]Tools[/th] [th][/th] [/tr] [tr] [td]Explorer's Pick[/td] [td]25% less durability lost when mining[/td] [/tr] [tr] [td]Lightweight Shovel[/td] [td]25% less durability when digging[/td] [/tr] [tr] [td]Power Pick[/td] [td]20% less durability lost when mining 30% less durability lost per creature hit with the primary attack 33% less durability lost per creature hit with the secondary attack Added a small durability loss on use to the secondary attack [/td] [/tr] [tr] [td]Power Shovel[/td] [td]20% less durability lost when digging 30% less durability lost per creature hit with the primary attack 80% less durability lost per creature hit with the secondary attack Added a small durability loss on use to the secondary attack [/td] [/tr] [tr] [td]Plasma Welder[/td] [td] 60% less durability lost when repairing[/td] [/tr] [/table] [table] [tr] [th]Weapons[/th] [th][/th] [/tr] [tr] [td]Security Baton[/td] [td]50% less durability lost per creature with the primary attack[/td] [/tr] [tr] [td]Shock Coil[/td] [td]50% less durability lost per creature hit with the primary attack 60% less durability lost per creature hit with the secondary attack Added a small durability loss on use to the secondary attack [/td] [/tr] [tr] [td]Void Handaxe[/td] [td]67% less durability lost per creature hit with the primary attack 96% less durability lost per creature hit with the secondary attack Added a moderate durability loss on use to the secondary attack [/td] [/tr] [tr] [td]Void Lance[/td] [td]50% less durability lost per creature hit with the primary attack 70% less durability lost per creature hit with the secondary attack Added a small durability loss on use to the secondary attack [/td] [/tr] [tr] [td]Void Claw[/td] [td]62% less durability lost per creature with the primary attack 70% less durability lost per creature hit with the secondary attack Added a small durability loss on use to the secondary attack [/td] [/tr] [/table] [table] [tr] [th]Armors[/th] [th][/th] [/tr] [tr] [td]Protective[/td] [td]25% less durability lost from physical damage [/td] [/tr] [tr] [td]Hazguard[/td] [td]50% less durability lost from physical damage [/td] [/tr] [tr] [td]Heatech[/td] [td]50% less durability lost from physical damage[/td] [/tr] [tr] [td]Dreadnova[/td] [td]65% less durability lost from physical damage 75% less durability lost from fire damage [/td] [/tr] [tr] [td]Exosuit[/td] [td]75% less durability lost from physical damage[/td] [/tr] [/table] As always, if you have bugs to report or would like to suggest gameplay features please create a suggestion in our [url=https://beyondcontact.featureupvote.com/]public feature upvoter and bug tracker[/url]. On behalf of the United Worlds Congress, we sincerely thank you for your continued patience and support and we hope you enjoy the update. [img]{STEAM_CLAN_IMAGE}/34818630/5aee25a71a6e4236912b32af1324fb562b712141.png[/img]