
Embark Studios выпустила обновление Shrouded Sky (Патч 1.17.0) для ARC Raiders и опубликовала полный список изменений. Вот разбивка того, что нового в этом обновлении.
Инвестировал в Теслу, потому что нравится машина? Это хороший старт. А теперь давай разберемся, что такое мультипликаторы и почему это важно.
Начать разбиратьсяПоследнее обновление для ARC Raiders, под названием Shrouded Sky, добавляет новый тип врага, называемый Surgeon Raider. Эта новая колода врагов доступна всем игрокам бесплатно и останется доступной неограниченно долго.
Новая колода предлагает игрокам открываемые награды, такие как токены Рейдера и косметические предметы. Она также включает в себя наряд Рейдера, выполненный в стиле хирургической формы, доступный в разных цветах, а также возможности для настройки бороды и рюкзака вашего персонажа.
Разработчики также планируют вторую Expedition, которая начнётся 25 февраля и продлится до 1 марта.
Если вы завершите это испытание, вы получите 5 постоянных очков умений, в дополнение к тем, которые вы уже получили с прошлого события. Если вы не получили все 5 очков умений в прошлый раз, вы можете выполнить его снова сейчас, чтобы получить в общей сложности 10. В качестве бонуса вы также получите дополнительное место в хранилище, уникальный косметический предмет и новый комплект «Scrappy».
Патч 1.17.0 включает в себя несколько улучшений игрового процесса. Мы скорректировали баланс оружия Stitcher, Kettle, Venator, Jupiter и Aphelion. Мы также исправили проблему, которая позволяла игрокам накапливать фильтры NVIDIA Freestyle для нечестного визуального преимущества. Кроме того, теперь вы сможете найти пианино, с которым можно взаимодействовать в игровом мире. Наконец, мы предотвратили размещение игроками зиплайнов на предметы, которые они несут, и вы больше не можете размещать мины, ловушки или дистанционные сигнальные ракеты поверх других развертываемых объектов.
Обновление 1.17.0 включает общие улучшения производительности и исправляет несколько проблем, вызывающих визуальные ‘подёргивания’. Оно также повышает стабильность игры на ПК. В частности, разработчики устранили сбои, которые могли возникать при запуске игры с DirectX 11, и ещё один сбой, связанный с использованием зиплайнов.
Steam автоматически загрузит последнее обновление ARC Raiders при запуске игры. Ниже вы найдёте подробный список изменений – это довольно крупное обновление, так что читать будет много!
Оставайтесь на связи для получения дополнительной информации!
ARC Raiders Shrouded Sky Patch 1.17.0 Release Notes
Balance Changes
WeaponsOkay, so in update 1.13, we tried to make weapons work better, but it accidentally slowed down how fast you could fire semi-automatic guns. We quickly fixed that in update 1.13.1 by putting things back to normal, but unfortunately, something else slipped into that update that wasn’t supposed to be there! We’re working on getting everything sorted out.
We’ve received reports that weapons were unintentionally made more powerful in the last update, and we’ve investigated. It turned out that update 1.13.1 accidentally made it easier to fire weapons – instead of needing to time your clicks, you could just rapidly click the button. While this removed some of the skill needed to master a weapon, we also know the previous system didn’t feel very smooth. We’ve now added more control over how weapons respond to clicks, and adjusted semi-automatic weapons specifically. You should still be able to fire quickly by rapidly clicking, but players who time their shots carefully will achieve better accuracy.
As a player, I’m really glad the devs are looking at weapon balance! A lot of us have noticed that some of the cheaper weapons are actually better than the more expensive ones, and that just doesn’t feel right. They’re aiming to fix that, but still want to let skilled players pull off upsets with lower-tier gear, which is awesome. To start, they’re speeding up the time-to-kill for the Stitcher and Kettle, and making the Aphelion and Jupiter easier to move with. Plus, they’re giving the Venator another look, since it’s still winning way too many fights in PvP.
Stitcher
We’ve noticed that the Stitcher, while effective at close range and rewarding good positioning, can sometimes eliminate opponents too quickly, leaving them little time to react. Many players have pointed out that its high headshot damage is a major factor. While the time-to-kill (TTK) is generally balanced when aiming for the body, headshots are significantly faster than with other weapons. To address this, we’re making changes to bring the headshot TTK closer to the body shot TTK by slightly reducing the weapon’s accuracy when firing a full spray, and by lowering the damage multiplier for headshots.
Reduced Headshot Multiplier from 2.5 to 1.75
Reduced Base Damage from 7 to 6.5
Increased Per Shot Dispersion by around 50% (Making it bloom faster)
Kettle
We’ve noticed players are using the Kettle in a way we didn’t originally intend – often in close range like an SMG, despite it being designed for more mid-range combat. While we appreciate its versatility, we want to better differentiate it from the Stitcher. To address this, we’re slightly reducing the Kettle’s overall damage to balance its effectiveness, but we’re keeping its headshot damage high to encourage more precise aiming.
Reduced Base Damage from 10 to 8.5
Venator
We’ve been monitoring the Venator since the last adjustments in version 1.3.0, and it’s clear from both player feedback and our data that it’s still too strong in player-versus-player combat. While we expect powerful weapons to perform well, the Venator is currently outperforming others. We plan to reduce its overall damage to decrease how quickly it can eliminate opponents. If that isn’t enough, we’ll also consider adjustments to its ammo usage and cost.
Reduced Headshot Multiplier from 2.5 to 2
Reduced Base Damage from 9 to 8
Jupiter
We’ve made some changes to the Jupiter weapon for player-versus-player (PVP) combat. While it already deals the most headshot damage, it can be hard to land those shots from far away. Also, if you miss a shot at close range, you’re very vulnerable while reloading or switching to another weapon. To address this, we’re increasing the zoom level when aiming down sights (ADS) for a clearer view of targets. We’re also speeding up how quickly you can equip and unequip the weapon, allowing for faster follow-up shots with a secondary weapon.
Improved ADS Magnification from ~1.9x to ~2.2x
Improved Equip Time from 1.2s to 1.05s
Improved Unequip Time from 0.9s to 0.75s
Aphelion
We’ve adjusted the Aphelion weapon based on player feedback. We originally designed it for player-versus-player (PVP) combat, but it felt too slow compared to other PVP weapons. We’ve made it faster and more responsive to improve its performance in PVP battles.
Reduced Base Reload Time from 4.5s to 3.5s
Reduced Time Between Shots from 0.9s to 0.7s
Reduced Vertical Recoil by ca 50%
Improved ADS Settle Speed by ca 35%
Item and Crafting
Energy clip
Now available by default in the Workbench.
Item Value and Cost Changes
The values and costs of the following items have been updated to reflect recycling and salvage credits.
Deadline
Value increased from 5,000 to 6,000.
Trader price increased from 15,000 to 18,000.
Added a new ARC part as a crafting cost.
Trailblazer
Value increased from 1,600 to 2,200.
Trader price increased from 4,800 to 6,600.
Added a new ARC part as a crafting cost.
Wolfpack
Value increased from 5,000 to 6,000.
Added Rocketeer Driver as a crafting cost.
Reduced Refined Explosive cost.
Vita Spray
Value increased from 3,000 to 3,400.
Added Tick Pod as a crafting cost.
Showstopper
Value decreased from 2,200 to 2,100.
Added Hornet Driver as a crafting cost.
Changed crafting component from Advanced Electrical Components to Electrical Components.
ARC Parts sell value has been reduced to better reflect their crafting and progression uses.
Achievements
We’ve resolved a problem that sometimes prevented players from earning the «Blindsided» achievement on their first try.
Animation
Fixed various animation issues while vaulting.
Fixed an issue where some weapons didn’t drop magazines during reloads.
Fixed an issue where reattaching to a ladder after jumping could distort the climbing animation.
We’ve refined the animations for equipping pistols and hand cannons to feel smoother and more responsive, especially when switching from simply having your hands free. This reduces jarring visual effects during weapon swaps.
We’ve refined how arms and weapons move when switching shoulders, so the transition looks smoother and avoids any jarring visual glitches.
Fixed an issue where fall damage wouldn’t get applied if the player was in a knockback animation.
Polished low-health reaction animations for improved clarity.
The game previously showed weapon shaking indoors when it was freezing, which was a mistake. This has been fixed so the weapon shake effect only happens outside in cold weather.
ARC
Fixed an issue where Surveyors and Fireballs could open prematurely before stabilizing.
Reduced erratic movement of ARC parts when they are stuck to a looted item.
Destroyed Hornets now retain their upper armor, making it simpler to identify the lootable item and differentiate it from Wasp loot.
We fixed a bug that sometimes prevented the Rocketeer from firing, even when it had a clear shot at an enemy.
Fixed an issue where the Sentinel’s bullets could sometimes go through walls if its gun was very close to a surface. This happened in specific situations where the weapon slightly clipped into the geometry.
Audio
We’ve adjusted burst weapons so they only play the correct number of bullet sounds per burst, preventing extra sounds from playing when firing.
Reduced audio stuttering on lower-spec PCs for smoother, more consistent sound during gameplay.
Lowered non-radio voice volumes: in-game dialogue.
Fixed an issue where sliding on stairs or debris could cause audio stutters.
Scrappy has received your feedback about being too noisy, he will now try to cluck less frequently.
As a player, I’m really happy the developers tweaked the sound in Speranza! They’ve turned down the overall loudness and made sure the sound effects and music blend together better, which makes the whole game much more comfortable to listen to. It’s a subtle change, but it makes a big difference!
Shortened one tube deployment music track that lingered for too long in session.
Birds perched on ziplines now screech with correct positional audio when startled.
Decreased audio occlusion / obstruction slightly across the board and especially for players .
Updated acoustic guitar music tracks.
Cosmetics
The Volare Set
The Surgeon Set
The Devotee Set coming soon.
Added a new facial hair customization option.
Fixed incorrect visor glass material on the Marco outfit’s green color variant.
Fixed various instances of clipping on certain outfits.
Gameplay
Added a piano as an interactable object in the world.
We fixed a problem that let players interact with things from too far away – like opening doors, starting mechanisms, or collecting items – even when they weren’t close enough. Now, you’ll need to be near an object to interact with it.
Hold and continuous interactions now cancel when equipping another item or weapon.
Fixed an issue where players could become unable to move after being revived with a defib.
Players can no longer stand on or be lifted by thrown grenades or other objects that aren’t meant to be walked on.
Added missing gamepad aim assist for Sentinels, Turrets, Shredders and Surveyors.
Disabled queuing for Practice Range while in a party to prevent matchmaking errors.
We fixed a bug that sometimes prevented players from extracting after a raid. A fallen enemy’s body could accidentally activate a search prompt, blocking the extraction process.
We’ve stopped players from using all NVIDIA Freestyle filters at once, as this gave an unfair visual edge.
You can now make purchases with seeds and free loadout augments even if your stash is overflowing.
General
General performance improvements.
Fixed some popping issues.
Fixed a crash when launching the game with DirectX 11.
Fixed a crash that could happen when traversing ziplines.
Maps
General
Fixed broken interactions near the top of certain ladders.
Fixed missing collision on several environment props to reduce clipping and unintended traversal.
General lighting fixes across different maps.
Buried City
We’ve slightly reduced the chances of finding really good items in chimneys while playing on the Bird City map.
Stella Montis
We’ve fixed several spots on the Stella Montis map (including the Lobby, Atrium, Loading Bay, Train Station tunnels, and Seed Vault) where players could get stuck or fall out of the game world. These fixes prevent players from using the ‘Unstuck’ feature to reach unintended areas and also stop shots from being fired through the ceiling in the Lobby.
Adjusted night lighting on Stella Montis to improve visibility in darker areas.
Improved night-time visibility at the Seed Vault extraction by adding local lighting.
We fixed a bug where you could still interact with lowered Spillway bridges even though they were down. Now, interaction is disabled correctly when the bridge is in the lowered position.
Fixed an issue that allowed players to get on top of metro trains.
Blue Gate
Improved thunderstorm lighting for better visual clarity.
Fixed an issue where players could go out of bounds in the Blue Gate tunnels.
Movement
We’ve made the ladder jump-off work more like the vault jump-off, resulting in smoother movement and preventing unexpected boosts from quickly pressing buttons.
Fixed an issue where sliding could clip through stairs and escalators.
Progression
You can now reroll Feats three times per day for free.
Removed PvP Feats, updated a few existing Feats and added a few new ones.
We’ve added a way to earn Skill Points you may have missed from past Expeditions. You’ll also see a new, improved interface to help you keep track of your progress.
We fixed a bug that sometimes prevented players from getting a skill point after earning one, as shown on the results screen.
Candleberries in Blue Gate now count toward the Harvest Plants trial.
Quests
Added clearer ping labels for quest-related world objects to improve readability.
We fixed a bug in multi-step quests where the pop-up showing your next goal wasn’t always appearing or was showing the wrong information. It now always shows the correct next step.
We fixed a bug that sometimes caused a quest item to drop as regular loot, even if you hadn’t started the quest yet.
Social
When you’re choosing a map in a party, the game will now display all locations that have been unlocked by the player who has played the most rounds.
We fixed a bug where players who were previously on your team could still show up in the ‘Nearby Players’ list after you started a new game session.
We’ve improved the error messages you see when sending friend requests. Now, it’s easier to understand why a request might fail, such as if you’ve sent too many recently or are sending them too quickly.
Fixed friends appearing offline when they have more than one platform linked.
Added the ability to hide friend requests.
UI
As a player, I’m really glad they fixed the item ping issue! Now, when I ping an item inside a container, the little marker shows up right above the container itself, instead of sometimes floating way off to the side. It makes it so much easier to tell my teammates exactly what I’m pointing at!
Added a ready-up warning when deploying with Raider Hatch keys into a map with no active hatches.
Added icons to inventory tooltips to show recycle/salvage outputs.
Fixed an issue where squad colors could display incorrectly after squad changes.
Fixed a bug where adding a secondary keybind would overwrite the primary keybind in the next round.
Updated localization for unique loot from new enemy variants to improve in-game naming and clarity.
Improved matchmaking messaging when some party members are still topside.
Fixed an issue where end-of-round health was not correctly shown for all players.
It is now clearer when you join a party which party member is topside while you’re in Speranza.
You can now use the mouse scroll wheel to switch between pages in the Raider Deck.
Polished UI text and updated translations across supported languages.
Added additional ping labels for various quest objects to improve clarity.
We fixed a bug where mouse smoothing wouldn’t always disable when you turned it off. Now, the setting will work correctly at the beginning of each round.
Improved the red zipline preview when the zipline cannot be placed.
Hey everyone, just wanted to let you know the login message has been tweaked! Now, if you’re trying to log in with an account shared with someone who’s been banned, it’ll clearly explain why you’re having trouble. It’s much clearer now, so hopefully, less confusion for all of us!
We fixed a bug in Expeditions where the departure timer could sometimes show a negative value and the sign-up button wouldn’t deactivate. Now, the timer and button work as expected.
Fix an issue where the repair preview wasn’t displayed correctly when repairing items.
The crafting and recycling windows now show how much items cost and what you’ll get for recycling them in a clearer, more organized way.
The in-game voice chat icon now clearly shows when your microphone is actively sending audio, whether you’re using the Push To Talk or Toggle To Talk settings.
Utility
Pop Triggers and Spotter Relays can now be used in quick slots.
The Spotter Relay can now be deployed as a trap that lures nearby ARC.
The Pop Trigger can now be deployed to roll forward briefly before exploding.
Added a new Field craft item: Shaker instrument.
Adjusted Vita Spray so healing applies continuously while in use to prevent exploit cases.
We fixed a bug where the Snaphook would continue to pull players even after being canceled.
Ziplines can no longer be placed on carryable objects.
Fixed Zipline placement on ARC remnants that could consume the item or leave it partially placed.
Mines, traps, and remote flares can no longer be placed on ziplines, or on other small deployables.
The T3 Tactical (Healing) Augment now correctly states that healing is applied instantly.
VFX
We fixed a visual bug with Jupiter’s attack animation where it could sometimes appear tilted, causing the beam to look off-center.
We fixed a bug where the gas effect from Trailblazer could sometimes continue even after the Matriarch activated her shield, causing it to last longer than intended.
Sometimes, when you switch between your inbox and profile pages, you might briefly see a page asking you to buy Raider Tokens.
Player animations may appear broken when interrupting a search of the Baron Husk.
Certain containers may be unavailable to be interacted with.
Ziplines placed onto destroyed ARC parts will not appear correctly.
Scrappy ‘Batting Helmet’ and the ‘Slugger’ outfit might not appear correctly in the event preview.
The ‘Comparative Study’ progress can sometimes get stuck if the practice drone dummies are destroyed.
Hey, I’m having trouble with the ‘Unyielding’ achievement! It’s not popping on my console even when I knock out raiders using the right button prompt. It just won’t progress, which is super frustrating!
Some unintended VFX can appear occasionally.
One of the new ARC enemieshas an unusable interaction occasionally when destroyed.
Flying ARC may sometimes appear stuck in idle.
Sometimes the Embark ID Discriminator fails to show.
Pressing LMB outside of the item select area closes the item select window in the Expeditions menu.
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2026-02-24 14:21