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Official note“<!DOCTYPE html> Steam :: PEAK :: Patch Notes 2.6.a " ); }; Sign in Store Home Discovery Queue Wishlist Points Shop News Charts Community Home Discussions Workshop Market Broadcasts About Support Change language Get…”
Quick take
Map Pool You may have noticed this last week's maps have been weirdly consistent in terms of biome selection, with each day being either all old or all new maps. This patch will replace the current map pool with islands that are properly randomized.
- Bugfixes Campfire saves should now properly track the state of the luggage and other objects around the campfire in the Citadel Made non-host game saves a little more consistent (players that aren't the host don't get complete world state in their game saves like the host does.
- ) Fixed bug where the host's run-based achievement progress wouldn't save at a campfire (this affected things like the Gourmand badge; the game would forget what items the host had already eaten when Continuing a run from a save) Players reconnecting to a game after Continuing from a save should *also* not spawn dead when they should be alive Fixed a case where the Bugle of Friendship would magically recharge Fixed some more cases where trying to join a game with a bad room code would cause the game to get stuck at a loading screen Maybe made reviving less buggy who knows though tbh When we started integrating the changes necessary to support PEAK on consoles, we created a lot of bugs having to do with how player and world state are saved.
- If you've been on PEAK in the last few weeks and have needed to reconnect to an ongoing game or save and come back later, you've probably seen some of these issues pop up in the form of coming back dead, losing items you had, etc. We're really sorry about that, and thanks for sticking with us as we track them all down! We've been working really hard to fix those bugs, and hop
What officially changed
Map Pool You may have noticed this last week's maps have been weirdly consistent in terms of biome selection, with each day being either all old or all new maps. This patch will replace the current map pool with islands that are properly randomized.
Bugfixes Campfire saves should now properly track the state of the luggage and other objects around the campfire in the Citadel Made non-host game saves a little more consistent (players that aren't the host don't get complete world state in their game saves like the host does.
) Fixed bug where the host's run-based achievement progress wouldn't save at a campfire (this affected things like the Gourmand badge; the game would forget what items the host had already eaten when Continuing a run from a save) Players reconnecting to a game after Continuing from a save should *also* not spawn dead when they should be alive Fixed a case where the Bugle of Friendship would magically recharge Fixed some more cases where trying to join a game with a bad room code would cause the game to get stuck at a loading screen Maybe made reviving less buggy who knows though tbh When we started integrating the changes necessary to support PEAK on consoles, we created a lot of bugs having to do with how player and world state are saved.
If you've been on PEAK in the last few weeks and have needed to reconnect to an ongoing game or save and come back later, you've probably seen some of these issues pop up in the form of coming back dead, losing items you had, etc. We're really sorry about that, and thanks for sticking with us as we track them all down! We've been working really hard to fix those bugs, and hop
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