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The Snow Cones public event is now open. I know it's earlier than we normally do it but while we get the Advent Calendar sorted out, it should hopefully give you all something else to do.
The other holiday raid will only go live on Monday, 19th of December till Monday, 2nd of Jan. Snow Cones will also end 2nd of Jan.
PS: I know folks are experiencing issues with logging in. If you have this issue (and are reading this post from the portal), please navigate to https://account.huntedcow.com/auth?game=5 in order to login.
PSSS: Keep an eye out in WL. Something milky comes this way.
The other holiday raid will only go live on Monday, 19th of December till Monday, 2nd of Jan. Snow Cones will also end 2nd of Jan.
PS: I know folks are experiencing issues with logging in. If you have this issue (and are reading this post from the portal), please navigate to https://account.huntedcow.com/auth?game=5 in order to login.
PSSS: Keep an eye out in WL. Something milky comes this way.
PSA: Diego's Hideout Quests involving crafting are currently bugged. I suggest you not run those quests till the fix gets pushed to live. Specifically the craft pistol and craft poison quests seem to be affected.
We have a thread in Main Forum tracking all bugs and fixes for Material storage so please check it out to see the status.
We have a thread in Main Forum tracking all bugs and fixes for Material storage so please check it out to see the status.
So, the materials system has been updated. Will it help with the lag? We'll see.
If you encounter any bugs, let me know; use the Thread in the Main Forums.
If you have any suggestions as well, such as what the Storage Expansion quests can reward instead of just Crafting XP since storage slots are no longer a thing, use the Thread in Main Forums as well.
Also, there is a step I forgot to take into consideration that I'll resolve later this week; the items you had your old Material Storage that were not migrated, such as tools and some things like Skulls, are still stuck there, and will be moved to your inventory when I get to it.
Have a good week ahead folks.
If you encounter any bugs, let me know; use the Thread in the Main Forums.
If you have any suggestions as well, such as what the Storage Expansion quests can reward instead of just Crafting XP since storage slots are no longer a thing, use the Thread in Main Forums as well.
Also, there is a step I forgot to take into consideration that I'll resolve later this week; the items you had your old Material Storage that were not migrated, such as tools and some things like Skulls, are still stuck there, and will be moved to your inventory when I get to it.
Have a good week ahead folks.
Hey everyone - just wanted to share some upcoming game updates that I'm sure will make quite a few of you happy.
The testing on Dev for rollin340's new Material system is slowly wrapping up. Things seem to be looking good and the issues that have been raised have also been fixed. We feel it's in a good enough state to now push it to Main. We're expecting to release the new system to everyone sometime this week (hopefully). When this happens, the game will likely need to go down for a bit so the tables can be populated accordingly and no new materials are being generated during that process which could cause some data inconsistencies. So if the game is down while you're trying to login - now you know why.
That also means this maybe your last few days to buy/sell any materials you may want on the market to other players before we adopt the new system. Just a friendly reminder that trades don't really matter for materials in the new system.
I'd also like to mention another change we're adding in the behavior of Flashlights. Currently flashlights lose 1t for every single job you do. So if you do 3 jobs at once you'll lose 3t on your flashlight. But you'll still only get 1 drop. What this means is you could burn 3 trades yet only yield 1 maximum drop. Given that flashlights guarantee you a drop, I feel this was poorly designed so we've gone ahead and changed it so that you only lose 1t on your flashlight regardless of how many jobs you do at once. Ensuring you're guaranteed to get 1 drop for every 1 trade you consume. This change is also expected to come out the same time as the new material system so I advise any players who have flashlights to hold off on using them till then. There is a workaround of course where you can just do a single job at a time to ensure you maximize your flashlight's value, but it goes without saying it's quite tedious.
I'd also like to give a special thanks to rollin340 for putting in the time and effort in making these updates happen for everyone so please do show your appreciation to him in anyway you can!
P.S. - Though we're mostly done with testing the new Material Storage, there might always be edge cases we may have missed. Please be patient as we adopt this new system and we'll try our best to fix issues as they come up as quickly as possible. Also keep in mind this is a band-aid fix and not really a permanent fix to the game's lag. But it should improve the game's current state for a few years at least.
The testing on Dev for rollin340's new Material system is slowly wrapping up. Things seem to be looking good and the issues that have been raised have also been fixed. We feel it's in a good enough state to now push it to Main. We're expecting to release the new system to everyone sometime this week (hopefully). When this happens, the game will likely need to go down for a bit so the tables can be populated accordingly and no new materials are being generated during that process which could cause some data inconsistencies. So if the game is down while you're trying to login - now you know why.
That also means this maybe your last few days to buy/sell any materials you may want on the market to other players before we adopt the new system. Just a friendly reminder that trades don't really matter for materials in the new system.
I'd also like to mention another change we're adding in the behavior of Flashlights. Currently flashlights lose 1t for every single job you do. So if you do 3 jobs at once you'll lose 3t on your flashlight. But you'll still only get 1 drop. What this means is you could burn 3 trades yet only yield 1 maximum drop. Given that flashlights guarantee you a drop, I feel this was poorly designed so we've gone ahead and changed it so that you only lose 1t on your flashlight regardless of how many jobs you do at once. Ensuring you're guaranteed to get 1 drop for every 1 trade you consume. This change is also expected to come out the same time as the new material system so I advise any players who have flashlights to hold off on using them till then. There is a workaround of course where you can just do a single job at a time to ensure you maximize your flashlight's value, but it goes without saying it's quite tedious.
I'd also like to give a special thanks to rollin340 for putting in the time and effort in making these updates happen for everyone so please do show your appreciation to him in anyway you can!
P.S. - Though we're mostly done with testing the new Material Storage, there might always be edge cases we may have missed. Please be patient as we adopt this new system and we'll try our best to fix issues as they come up as quickly as possible. Also keep in mind this is a band-aid fix and not really a permanent fix to the game's lag. But it should improve the game's current state for a few years at least.
Christmas 2024
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