Greetings scientists,
Forever Skies: The Final Echoes Update is now fully playable on our experimental beta branch from now until Monday, July 13th!
We then plan for it to return on the following weekend, Friday, July 17th - Monday, July 20th.
Instructions on how to join our beta_flight branch can be found by clicking HERE
\[New Devices: Power Generators Tier 1, 2 & 3]
IMPORTANT SAVE INFO
This time, our beta branch will work slightly differently from how we normally do things, so please pay attention to the information in this section.
If you are planning to take part in both beta weekends, we recommend creating a dedicated save slot for the beta. This save will carry over between the two beta weekends, but it will not be playable in the period between them.
During this time, you’ll still be able to play Ver.1.2.2 using a different save slot. Then, next Friday, the beta branch will switch back to Ver.1.3.0, The Final Echoes (where you will be able to resume the save you made).
We always recommend keeping your beta saves and main game saves separate, just in case there are any differences between the main game and the beta. More info on how to manage your beta saves can be found in the same “how to” link above.
We recommend starting a new save for The Final Echoes in order to experience all of its content in its entirety, but it is not necessary, as we have a unique quest in place to onboard existing save files.
\[New Hostiles: Walker & Drone]
UPDATE OVERVIEW
ICYMI: The Final Echoes is the third (and final) part of our Echoes Update series where we have worked with your feedback following the launch of 1.0 to bring more diversity and depth to the world of Forever Skies.
Here are some of the new features included with this update:
New airship-wide electricity system. You can read more about this new mechanic on our PREVIOUS BLOG.
Custom Difficulty Settings
New enemies above the dust.
New locations
6 new side quests
QOL + bug fixes
+ More! (Full patch notes below)
\[Custom Difficulty Settings]
Please keep in mind that, as with all beta builds, this content is still a work-in-progress. You will still notice bugs as well as placeholder texts, textures, and icons. These assets are not yet in their final look/state.
We are just a few short weeks away from the full release of the Final Echoes Update on July 27th, and we really hope you enjoy the new content we have been working so hard on. We also know many of you have held off from trying Echoes Part 1 and Part 2, because you wanted to experience Echoes in its entirety. If you are one of those people, enjoy. We hope it was worth the wait!
\[New Location: Lightning Tower]
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PATCHNOTES:
ADDED:
Electricity System
Custom Difficulty Settings
New Devices:
Power Generator Tier 1
Power Generator Tier 2
Power Generator Tier 3
Lightning Rod
Weather Control Device
New Locations:
Lightning Tower
Power Generator Location
New Side Quests
Two Worlds
New Path and Old Questions
Lacking Manpower
Pet Dreams
Power Must Flow
New Landmarks
Field Hospital
Large Park with a hidden school
Soccer Field Destroyed
New Enemies
Drone
Robot
New Crossbow Bolts:
Tempered
Reinforced
Decorations
Paint Skin: Bug Theme
Artifact: Smog Globe
Artifact: Earth Globe
CHANGED:
Knife attack changed to light and heavy attack
Crossbow bolts changed to tiers
Poison Bolts name changed to Acid Bolts
Decoys and Mines adjusted to new enemies
Airship device behaviours have been adjusted to work with the Electricity System
Some side quests now spawn with better distance, direction and biome logic.
Side Quests guidance was improved to prevent players from being sent back and forth between biomes unnecessarily.
Several small UI texts were increased in size for better console readability.
FIXED:
Fixed multiple co-op issues where clients could not interact with devices correctly.
Fixed a co-op issue where players could lose inventory after leaving and rejoining a fresh tutorial-hosted game.
Fixed session issues where tutorial sessions could appear incorrectly or register the wrong number of players.
Fixed radar issues where stale side quests could keep being displayed.
Fixed quest lock logic, which was incorrectly triggering unlock events.
Fixed quest starters and quest areas for several side quests.
Fixed missing or incorrect quest icons, objective text and database entries.
Fixed crossbow animation, reload and ADS issues.
Fixed bolt visibility and incorrect bolt item data.
Fixed charged bolt not destroying charged growth blockade on direct hit.
Fixed booster HUD order, duration display and warning icon behaviour.
Fixed item tooltip category information not displaying correctly.
Fixed white screen issue in the database.
Fixed font sizes in multiple widgets to meet readability requirements.
Fixed floating vines, misplaced decals, clipping objects and collision issues across multiple locations.
Fixed empty Radio Operator Sheds.
Fixed ruins spawning problems caused by incorrect randomization values.
Fixed ladders, landing pads, shed interiors and object placement in several locations.
Fixed a gameplay cue performance issue related to low vitals.
Fixed map loader behaviour to prevent unnecessary preloading in some situations.
------------------------------------------------------------------------------------------ A reminder, this update might be called The Final Echoes, but it does not mean this is the final update. We will share more of our future plans at a later date, but for now, please enjoy this new version of Forever Skies that we feel is much closer to the version of the game we envisioned during early development. Thats all for now, speak soon! Team FFH