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Patch Notes - 3.5.0 - June 28th

The Cycle: Frontier · Community Announcements · June 28, 2023

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Hey there, Prospectors.

Community Team here, under some circumstances that are a bit different from our usual patch notes, since we have some news that isn't particularly grand: The Cycle: Frontier will sunset on September 27th, 2023. We do have an additional blog post that discusses this in much greater detail and also includes a handy FAQ, but for this post, we will dive into the details of Patch 3.5.0, as it will be our final patch for The Cycle: Frontier. With this patch, we will disable all forms of microtransactions, adjust a handful of systems, balance some weapons, and we've also added some final changes that we hope players will enjoy. While we know that this Patch will be bitter sweet, we here on the Community Team want to extend a heartfelt thank you for all of the support and feedback you have given to us during the development of TC:F.

We hope that you will join us one last time for some prospecting adventures, onto the notes.

Changes


Weapons, Armor, and Inertia


There's a handful of changes here worth mentioning, so we'll take a moment to highlight them! Starting with weapons, after looking into feedback from our players, particularly also taking into account the feedback from 3.4's patch, we know that there are some higher level weapons that people would like to either use more or have seen too much of. We'd like to shake up the meta one last time for Patch 3.5. While these changes may seem minor as we did not do a major balance pass, we do hope that they will impact your choice of weapons that you bring into engagements.
Next on the list of balancing updates is armor. We know that a massive balance pass on armor has been a big request from our players, but we unfortunately lack the means to be able to flesh the system out as much as we would have loved to. With Patch 3.5, we have made some minor changes to armor value in order to make the higher tiered gear feel a little more "worth it" in comparison to it's lower tiers. Those changes are as follows:
Lastly on our list for this section is Inertia, which has been a hot topic with our players for a while now. During the PTS leading up to Season 3, we had made some very minor changes to the acceleration of strafe movements. This change was intended to be a small part of more substantial changes to bring grounded movement more in line with the direction of the game. However, with the game sunsetting and us being unable to expand on that further, we decided after some discussion that the best option was to revert those changes to allow for players to have fun with the Season 2 movement between now and sunset.

Aurum Generation, More In-Match Activities, and Increased Rewards


To make sure players can have fun in the final patch and are not hindered by Aurum, we wanted to increase the Aurum generator's values in order to have it output much more Aurum than previously. At level 1, before the patch, players could earn about 6-7 Aurum over a 24 hour period. Players can now expect to earn around 200 Aurum over a 24 hour period. If your Aurum generator is maxed out, you can expect to generate a little more than 2,500 Aurum per week. We hope that with this increase to Aurum, you will be able to skip Crafting Timers with ease among other things. Additionally, and because we will no longer offer in-game purchases from this point forward, both the Bundles tab and Aurum Offer tabs have been removed from the game. You can of course spend your Aurum that you earn in the game on insurances and skins that are in the rotations. When it comes to progression and rewards, we've made a few changes worth noting:

Other Changes


Bugfixes




Don't forget: Fortuna Favors the bold!
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