Community Manager for Focus Home Interactive.
The post can actually be found here: https://forums.focus-home.com/topic/2639/spintires-mudrunner-stability-update-13-12-2017
It simply wasn't easily found, I've fixed that now!
It's now been just over two months since Spintires: MudRunner launched, and it's our absolute pleasure to announce the first DLC for Spintires: MudRunner, The Valley.
We currently plan for this first DLC to release in February. It will be a free content update, and available on PC, PS4 and Xbox One. This first DLC will include brand new content for the game, in many different forms. Firstly, it will introduce a brand new map, also called The Valley, which is a very large heavily forested map. Similar to Deluge in the base game, you will start outside of a garage, and will need to claim one for yourself.
In addition to a brand new map, we will also be introducing three new powerful vehicles. These three vehicles can be used on any map, provided you have enough progression points unlocked. Like for other maps and their specific vehicles, you won't have to spend points to use these vehicles in The Valley.
There will be the A-969, a powerful 4x4 vehicle, specially adapted to the heavily forested terrain of The Valley.
The C-6317, a six-wheeled truck able to sport a wide arrangement of add-ons.
And the E-7429, a very large 8x8 truck with a special hidden talent. We'll have more information on each of these vehicles in the lead up to release, in weekly vehicle presentations and factsheets once again.
Not only will there be new vehicles and a new map in The Valley, but there will also be eight new addons.
These are as follows:
- C-6317 Spare Wheel
- A-969 Spare Wheel
- A-969 Fuel Canisters
- A-969 Garage Parts
- A-969 Utility Attachment
- E-7429 Advanced Trailer Hitch
- E-7429 Repair Kit
- E-7429 Garage Semi-Trailer (Also compatible with the E-7310 from the base game)
- Medium log trailer (compatible with some trucks from the base game)
For the modders out there on PC, there will be some more assets for you to play with when making your maps and vehicles!
- E-7310 trailer hitch
- A broken tree asset, which is currently only used on the The Valley
- A dirt road terrain overlay type, which is also currently only used on The Valley
Players will be able to muck around in The Valley as soon as the DLC is installed, so if you've just got the game, and not finished other maps, don't worry! You can get stuck into The Valley all the same.
Your goals on The Valley will be similar to classic maps, unlocking other garages and lumber mills around the map.
We look forward to sharing you more about the DLC as time goes on!
That's not all, though! In addition to this new DLC news, we'd like to say that we plan on doing a monthly community update for you all, sharing what we're working on, and introducing some cool things that we've seen from the community.
Talk to you soon!
Welcome, all, to Lord Mortimer's island.
Please join us in the small salon for a little more information on The Council, and how one of the key mechanics in the game will work - the Confrontation System.
The Confrontation System in The Council is one of the ways that we uniquely twist the narrative adventure game, and is instrumental in deciding how your story will play out.
In narrative games, the vast majority of your decisions come down to how well you understand the way the other characters in the game think, and how you can manipulate your dialogue to get what you want out of them.
In The Council, encounters with goals at the end of them are called Confrontations and are essentially battles of wit between the player and the character they are talking to. During a Confrontation, players will go through several steps of a conversation, while trying to be as persuasive as possible. These Confrontations will have a direct effect on the story and are one of the most pivotal parts of the game.
The Confrontation could have as little as two phases in it, for quick arguments (such as if you have to convince somebody not to shoot you), to as many as five or six phases, or maybe more! Along with the steps, you will have a set number of failures.
When you say something to upset the opponent or use a Skill that your opponent is immune to (which will be expanded on in a future dev blog), you will lose one of these failures, which is called a Blunder. Lose all of your Blunders, and you fail the confrontation, which can lead to drastic changes in the storyline.
You'll have a lot to help you avoid those Blunders, however, as you'll take everything you've learnt about the characters into the Confrontation with you. Everything you've learnt up to that point will be valuable in a Confrontation, so don't forget to search everything, and interrogate everyone, to learn what you need to.
In each phase, you will have to choose from a variety of options to best persuade your opponent of what you want. For example, you may want to convince them to give you the letter in their possession. You'd first need to convince them that you're trustworthy, and then that you're worthy of holding on to the letter.
This would be the first two steps of the Confrontation. In the final step, you would want to convince them to then give you the letter. This last step is repeatable until you either manage to convince them by picking a favourable solution, or you run out of Blunders.
As Confrontations are so important, don't hesitate to use Consumables or Skills to get the result you need. You never know what could happen otherwise - and the consequences are permanent.
The Council Episode 5: Checkmate releases December 4 on PlayStation 4, Xbox One and PC digital stores. The Complete Season contains all five episodes.
Thank you for laying out exactly what you would like from us, it's much appreciated. (Apologies for not responding to this earlier, it appears you posted while I was posting my previous response.)
I feel that we've stuck with an update per month so far since release, but it is something we'd like to keep doing, and we appreciate why the community would like it - I'm actually working on such a post right now, for the next upcoming update, which we do plan to come in Q1 this year (though this is subject to change).
We understand that things are taking a little time, but what we're working on does take time. To give you a little more context on what we're working on, the next large update will have brand new content and will be out in the near future.
Hi there, @SloppySlingers,
As has been said a couple of times before, it's difficult for us to be as reactive as you would like, because of the time it takes to make games. We're actively reading and taking input from the community, and we find everything we read here incredibly valuable.
We appreciate the feedback you're giving us, and plan on introducing some (not all) of it in the future. We plan to have updates on what is to come in the near future.
Thanks for raising this, I've passed it along to the team. We'll get this investigated.
Edit: I've heard back now - the controls do appear as unknown, but you should still be able to use these keys to do what you want them to.
If they don't work at all, could you let me know?