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?
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[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]
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[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]
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[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.
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