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1s | hey everyone my name is Jason I'm a |
---|---|
3s | community manager at coffee stain |
5s | Studios and this week you probably saw |
6s | the teaser for the world changes right |
8s | uh how did you like it hope you liked it |
10s | I bet it was good you probably have a |
11s | ton of questions or maybe you don't I |
13s | don't know but I'm going to answer |
14s | questions today whether you have them or |
16s | not all right we got a lot of content to |
17s | cover today as we talk about the world |
19s | and gameplay exploration changes in |
21s | update 8. today's video will cover a lot |
23s | so I'm thinking at you know from the |
25s | get-go uh first we should hopefully have |
28s | some time stamps in the timeline so you |
30s | can easily jump around so that'll be |
32s | helpful but also let's just go over at |
34s | the beginning of the video what we're |
35s | gonna talk about and then we'll go into |
36s | detail so in today's video we're going |
38s | to be talking about the changes that are |
39s | going to come to the map in update 8 of |
41s | course but also the world perimeter what |
44s | does that mean but we'll talk about that |
45s | we're also going to be talking about a |
47s | new roadmap for what changes will happen |
50s | to the world in the future as well we're |
52s | also going to be talking about the |
54s | gameplay exploration changes including |
55s | new creatures that are coming in update |
57s | 8. we'll also talk about the impact of |
59s | all of these changes on your your save |
61s | file and how you can best prepare going |
63s | into update 8 and then lastly we'll show |
65s | off some of the maps like we've done in |
67s | the past visualizing what these changes |
69s | might mean and we've got three maps for |
70s | you this time which is going to be the |
72s | changes for update 8. the changes post |
74s | update 8 and the exploration gameplay |
76s | changes that have that are coming in |
78s | update 8. okay so that's a lot let's |
80s | just get on with it diving right in |
81s | let's talk about changes to the world |
83s | map so first of all there's just some |
84s | like General stuff that we need to talk |
86s | about and first thing I want to mention |
87s | is that there's going to be no major |
89s | overhauls like we saw with the Spire |
91s | Coast previously and so that immediately |
93s | rules out any major major major |
96s | disruptions to anyone's factories there |
98s | might still be some disruptions but |
100s | nothing like what y'all went through |
102s | with Aspire Coast one other thing to |
104s | mention is that we have new foliage in |
106s | the game new types of foliage and we've |
108s | also moved around old foliage and so |
110s | players can expect foliage to pop up |
112s | again in their factories I can't really |
114s | comment on the severity of this we've |
116s | taken steps to make sure that it doesn't |
118s | pop up as much as it needs to but |
120s | there is there is an element of this |
123s | that is kind of out of our control |
124s | unfortunately so it just means that |
125s | you'll probably get trees and bushes in |
128s | your uh in your factory and you just |
130s | need to grab your chainsaw and go |
131s | bananas one other General past that |
133s | we've done kind of throughout the world |
134s | a little bit I think I'll I'll specify a |
137s | little bit more as we go on and it may |
138s | slightly it may slightly affect your |
140s | factories probably not in any super |
142s | meaningful ways is that we have |
144s | recreated some of the cliff structures |
146s | that have been in the game and the |
148s | reason for this is that some of the |
150s | cliffs well most of the cliffs are |
151s | constructed out of like pieces right in |
153s | in the game |
155s | um and the cliffs before and many Cliffs |
157s | that are still in the game right now |
158s | were constructed out of non-uniformly |
161s | scaled pieces what that means is things |
163s | that are stretched in one dimension but |
166s | not equally in other dimensions and what |
168s | that basically means is like squished |
170s | pieces now this has various effects |
172s | including like the obvious visual one |
173s | where there are certain uh rocks and |
177s | cliffs that look squished or have parts |
179s | of it that look squished in the texture |
180s | uh and so we've actually gone through a |
183s | bunch of these uh with some other newest |
185s | I think some new assets or existing ones |
187s | I'm pretty sure there's some new ones in |
188s | there too |
189s | um and recreated those clips as |
190s | Faithfully as possible using uniformly |
193s | scaled pieces rather than non-uniformly |
195s | scaled pieces so what this means is that |
197s | some of the clips that we've reworked |
198s | should look better but it also means |
200s | that their structure and their shape May |
203s | differ slightly slightly though there's |
206s | been great effort gone into making sure |
207s | that all the cliffs still remain as |
210s | close as possible to what they were so |
212s | that this might mean that there might be |
214s | some clipping in some buildings |
217s | um or maybe some buildings are like |
218s | floating a little more than they used to |
219s | be before but this shouldn't mean uh |
222s | Cliffs swallowing up uh effect entire |
225s | Factory buildings shouldn't mean but uh |
227s | that's one General pass thing that has |
230s | happened uh for the world okay so |
232s | quickly let's just go over the biomes |
234s | that have actually gotten some minor |
235s | changes to them uh these would be the |
238s | Crater Lakes the abyss Cliffs and also |
240s | the rossfield however the grassfields |
242s | you know the big arch in the grass |
243s | fields that has actually been reworked |
245s | with the non-uniformly scaled Cliff |
247s | pieces like I was just talking about so |
250s | it's possible that any buildings that |
251s | were on top of that or built very |
253s | tightly around that may have some |
255s | encroaching or extra space there but |
258s | largely the grassfields biome has just |
260s | received minor polish and what I mean by |
262s | like these minor changes and minor |
264s | polish is just some foliage polish and |
266s | some low impact Landscaping polish |
268s | nothing that should affect your |
270s | factories the next group of uh biomes |
273s | that we're going to talk about Are |
274s | biomes that have received a medium |
276s | amount of changes and this might mean |
279s | that there might be some mild to |
281s | significant |
282s | uh foliage or landscape changes which |
285s | may |
286s | cause some small amounts of uh Factory |
290s | encroaching in certain certain cases but |
292s | let's go let's go place by place here |
294s | and uh I'll spell it all out for you so |
296s | the first thing is going to be the Titan |
297s | forest and this probably has the most |
299s | change probably out of anything and this |
302s | has a complete foliage overhaul the the |
304s | landscape and collisions of the Titan |
306s | Forest you know landscape is largely |
308s | unchanged |
310s | um but the landscape painting and look |
312s | and feel has completely changed so it's |
314s | a different vibe in there the trees and |
316s | the foliage have been completely |
317s | completely replaced and so uh the large |
321s | Titan trees that you guys have known |
323s | before uh they have also changed to a |
325s | new model now this may be problematic |
327s | okay uh but the trees themselves which |
330s | are non-destructible will still be in |
332s | the same placement so that hasn't |
333s | changed their shapes and stuff have |
335s | changed now I think from what I've seen |
337s | generally they're a little thinner than |
339s | they used to be so we shouldn't have |
341s | Factory encroaching if you've built |
343s | stuff around those trees however their |
345s | shape as they go further up is different |
348s | and so it's possible that if you have |
350s | built high up tightly against Titan |
353s | trees that you may get Factory |
354s | encroaching |
356s | um or the tree encroaching on your |
357s | factory way up there okay so that's |
359s | something to keep in mind the Eastern |
361s | Dune forest and the Coin Tree Forest |
363s | also has gotten some attention there's |
364s | been a bunch of foliage changes and some |
367s | kind of intense Landscaping changes |
370s | specifically to create some roads and |
372s | pathways through this area so factories |
374s | should mostly be fine here as it's been |
377s | more things that have been taken away to |
379s | create roads more than anything but |
381s | there might be minor clipping or uh |
383s | floating floating structures that have |
386s | previously been built in this area the |
388s | red jungle has gotten a full foliage |
390s | overhaul aside from the bigger trees but |
392s | the small trees that can be cut down |
394s | have been overhauled this may mean trees |
397s | popping up in your factories but you |
398s | should be able to take care of it |
399s | there's also been some mild landscape |
401s | sculpting to facilitate better pathing |
403s | through the jungle again you'll see that |
404s | this is a common theme throughout this |
405s | update a lot of like roads and parthing |
408s | and things like that and the red jungle |
410s | is definitely one of these areas where |
411s | that has happened this shouldn't have |
413s | any major effect on existing factories |
415s | so you should be safe here if you've got |
417s | stuff there uh next area is going to be |
418s | the rocky desert um this is one area |
420s | that got a lot of treatment when it |
422s | comes to the non-uniformly scaled uh |
425s | Cliff faces so there's been a lot of |
426s | that stuff been reworked here in the |
428s | Rocky desert which means anything that |
429s | is on or tightly around those uh Cliff |
432s | faces um or structures may have some |
435s | floating or encroaching issues but |
438s | nothing there shouldn't be anything too |
440s | major there's also been a lot of |
441s | landscape polish that's happened as well |
443s | but it is mostly just polished so it |
445s | shouldn't really affect your factories |
446s | too much just a lot of like flattening |
448s | and smoothing out of certain things and |
449s | creating like nicer transitions into |
451s | Cliffs which sort of mimic reality a |
455s | little more and things like that um like |
456s | like sand erosion going down off cliffs |
459s | and you know into the into the road |
460s | things like that little little touches |
462s | here and there but yeah factories for |
464s | the most part should be safe here |
465s | there's also been like a lot of foliage |
467s | polish the location of the foliage will |
469s | still be in the same sort of area but of |
473s | course this might mean that that foliage |
474s | pops back up in your factory again one |
476s | of the reasons why we we went over this |
478s | is as I was saying before roads and |
480s | pathways are a major thing and we think |
482s | that this area struggled a lot with |
484s | navigation and so this has also gotten a |
487s | bunch of like roads built into it as |
488s | well to help with navigation for |
490s | vehicles and on foot and because of this |
492s | creation of Roads |
494s | um we've essentially made more space in |
496s | this area than anything so it really |
498s | does seem like if you run into Factory |
499s | placement issues here it's going to be |
501s | that there's going to be floating stuff |
502s | rather than things being swallowed up |
504s | but there has been a fair amount of |
506s | changes so you'll have to go and inspect |
508s | your factories there |
510s | maybe you could just build if they're |
511s | floating just like Chuck some |
513s | foundations Quick Fix just slap a |
515s | Band-Aid on it it'll work for me for my |
517s | factories but I bet you guys have higher |
519s | standards I mean I just let it float |
521s | next era is the bamboo Fields uh this is |
524s | a tricky one to kind of talk about |
525s | because it was being reworked and then |
528s | we ran into some like Dev issues issues |
531s | okay just issues you guys |
533s | um and uh |
535s | the intention was that we would give it |
537s | a pass now at the time of recording I'm |
540s | not 100 sure what kind of work has gone |
543s | in |
544s | um the changes we wanted to make to this |
546s | area likely won't make it in for update |
548s | eight whoa but you weren't expecting to |
550s | see me in this video so I need to make a |
552s | slight addendum here because Jace didn't |
554s | have all the information when I was |
556s | filming this and there's been a little |
558s | bit of an update so four bamboo feels |
560s | right now there's a little bit of a |
561s | mismatch between the landscape and the |
563s | foliage and that's going to be the case |
566s | in update 8. so you're gonna see changes |
568s | to Bamboo Fields but those changes are |
570s | not final it's going to be a bit messy |
572s | in that area and we're not going to be |
575s | able to fix that for up to date but |
576s | we're going to fix that later so after |
577s | update essentially so just be aware that |
581s | if your bill intend to build in bamboo |
582s | fields that area is not final and |
585s | there's going to be some changes there |
586s | right that's it back to the video the |
589s | next area getting some changes is the |
591s | desert Canyons now this is actually a |
593s | fairly major change I would say one of |
595s | the bigger ones the only thing about |
597s | this area though is it's actually just a |
599s | small area and I I think not too many |
601s | people used it for factory building |
603s | um either okay so the thing about this |
606s | area is that this has been converted |
608s | into more of a transitional biome |
610s | between all the biomes around it and |
613s | what this means is that there's been a |
615s | lot of cliffs that have been either |
617s | completely replaced |
619s | um and just the the general landscape of |
621s | it has changed a little bit and so and |
624s | so there's a decent chance of factories |
626s | being swallowed up by these Cliffs so if |
628s | you have factories in the desert Canyons |
630s | I would recommend moving them out the |
633s | general shape of the cliff structure and |
635s | positioning will be kind of the same but |
636s | like just some things will be moving |
638s | okay so we can't really guarantee |
640s | anything so it's probably best it's |
642s | probably best to assume that any |
643s | factories there are unsafe as is |
647s | um but I think even if you don't do |
648s | anything it won't be that big of a |
650s | disaster and it looks really cool now by |
652s | the way I love the uh how it's become |
654s | more of a transitional thing looks super |
655s | cool now one biome I guess you would |
657s | call it are the is the caves and now |
659s | caves uh are getting a bunch of updates |
661s | as well and some pretty major changes |
663s | we've talked about cave changes in the |
665s | past and I think I remember saying |
667s | um |
668s | uh who builds in caves and some people |
670s | like I build in caves don't build in |
672s | caves all right because some of these |
674s | caves are changing so drastically that |
676s | like it will really screw you over so if |
678s | you have any buildings in caves take |
680s | them out just take them out of the caves |
681s | don't don't build in caves now the caves |
683s | I'm talking about here are not like like |
685s | underpass caves it's like single room |
688s | caves that are sort of alone and they're |
690s | not meant for navigation or factory |
692s | building for that matter and those areas |
694s | have gotten some fairly extensive |
696s | changes and any of the caves that have |
698s | gotten those changes have gotten full |
700s | structural changes and full foliage |
703s | overhaul so it's completely different in |
705s | those caves I don't know which caves |
707s | those are |
709s | you're just gonna find out don't build |
711s | in case |
713s | and there will still be some caves that |
715s | have not been overhauled yet uh but the |
717s | intention is to give like the same |
718s | treatment to all caves so again don't |
721s | build in any of the caves uh and you |
723s | will still see some caves that are |
725s | lacking uh but those will be addressed |
727s | in the future so that's all for the |
729s | world changes that are going to be |
730s | coming and all the areas that we didn't |
731s | mention like the Northern Forest or the |
733s | Dune forest or the swamp or anything |
735s | like that those have not received World |
737s | changes in update eight uh the other |
739s | thing is that the design team uh |
742s | considers all the areas that we have |
743s | overhauled for this update to be for the |
747s | most part largely in terms of layout |
749s | landscape and foliage largely uh uh |
753s | finished right now this does not mean |
755s | that all like floating rocks or floating |
758s | nuts or things like that have been taken |
760s | care of we're not doing that yet we're |
762s | doing that once the entire world and by |
764s | we're happy with all of that then we're |
766s | gonna go through and move everything |
767s | because we don't want to move everything |
768s | and then change stuff and then have to |
770s | move it again okay so we have we are not |
772s | addressing floating Raw box and uh and |
775s | nuts and things like that |
776s | um in this update just so you know okay |
778s | so the next thing we want to talk about |
779s | is I mentioned before the beginning of |
781s | the video is that there's going to be |
782s | this world perimeter change now what |
784s | does that mean uh about the world |
786s | perimeter because it's getting a major |
788s | change so the world perimeter is sort of |
790s | what it sounds like it's the edges of |
791s | the world right but it's uh the the |
794s | playable area of the game has not |
796s | changed the world perimeter that we're |
797s | talking about here is the non-playable |
799s | areas beyond the play area yeah it's |
802s | basically just the look and feel of you |
804s | know when you're standing and looking |
805s | out outside the playable area what that |
808s | look and feel sort of looks like like |
809s | the vistas and things like that so |
811s | previously you know or currently as you |
813s | guys are playing |
814s | um the most of the world's perimeter is |
816s | just fog or ocean right and not really |
818s | much is going out there but now we're |
820s | gonna have these gorgeous expansive |
822s | Vistas and one of the things that I |
824s | really really love about uh this world |
826s | perimeter change is when you're looking |
828s | out uh in the Vista and you see the |
830s | biome changes between uh the the the |
833s | world perimeter like where you kind of |
835s | go and you see those those transitions I |
837s | really really love those another thing I |
838s | love is like when you're in the um like |
840s | the the grass fields or something and |
842s | you look out over towards the Dune |
843s | desert and you see massive like Dune |
846s | desert mountains and things like that uh |
849s | looming Over the Horizon I don't know if |
851s | it's still going to be like that by the |
852s | time this video comes out but that's |
854s | what it was like when I saw it and it |
855s | looked really really cool and so in |
857s | update 8 the world perimeter uh will not |
860s | be done okay but the intention is to re |
862s | rework it all by by 1.0 okay so some of |
866s | the areas are done and the areas that |
868s | will be done is going to be the Dune |
870s | desert uh which has like these really |
871s | like nice mountains and this big like |
873s | cool sinkhole looking thing |
875s | um the swamp is going to get some World |
876s | perimeter and also the grass fields |
878s | which you know has some like more like |
880s | really expensive grass fields and like |
881s | Lush mountains in the back |
883s | um so those are the three areas that are |
884s | going to get these World perimeter uh |
886s | treatment uh and everything else will |
888s | get a well primitive treatment uh that's |
890s | the plan uh by 1.0 yeah so these areas |
893s | were just the areas that we felt were in |
895s | the most need for some kind of love and |
898s | so I think I think that makes sense and |
901s | the other thing is like so far this this |
903s | the playable area that you've been on |
904s | has always felt like an island on an |
906s | alien planet right because it was always |
908s | surrounded by water but Our intention |
909s | with the world perimeter is to better |
911s | suggest that you're just on one part of |
914s | an entire planet like that this planet |
916s | goes on beyond what you can see and and |
919s | influence |
921s | um and I I think it looks really great |
923s | and I love that idea as well and uh I |
926s | think I think it goes a long way to to |
928s | changing what it feels like to be on the |
931s | alien planet massage to ABV uh yeah I |
934s | love it now you might be thinking these |
935s | World perimeter things that man that |
937s | must take a long time to make all these |
938s | like really gorgeous assets but actually |
939s | we use this tool called Gaia which |
942s | generates like really large elements or |
943s | pieces that we use to construct this |
945s | stuff so like shout out to that uh for |
948s | making it really doable for us to make |
950s | these really gorgeous uh World perimeter |
952s | Vistas and they things like that and |
954s | also we're gonna we're probably gonna be |
955s | tweaking the fog so that you can |
956s | actually see the vistas a little better |
958s | in the future so |
960s | um that's another change that we'll |
961s | probably be coming okay so that's what's |
962s | coming in update eight and you may be |
964s | interested in hearing what will come |
966s | Beyond update and so we've created a |
968s | little bit of a road map here so as of |
970s | recording our intentions right now is to |
972s | do some more minor landscape and foliage |
974s | polish to the Western beaches Western |
977s | Dune forest and the blue crater the |
980s | southern Forest will also get some minor |
981s | landscape uh and and foliage polish as |
984s | well however it is a little bit of a |
986s | wild card and there is potential for |
988s | more significant changes too but we're |
990s | not really sure as of yet so maybe if |
993s | you want a future proof proof your |
994s | factories try steer clear of the |
996s | Southern Forest okay there will also be |
998s | some like Global changes to areas around |
1000s | water features in the game moving |
1003s | forward as well and that's a little hard |
1005s | to depict on any sort of like map or |
1007s | anything like that so I'm not including |
1009s | it in the in the maps that we're |
1010s | Distributing to you guys but just know |
1012s | that there will be be mild or mild |
1014s | significant at most changes to foliage |
1018s | and or landscape around water features |
1020s | moving forward okay that's all I can say |
1022s | alright this is a big video you guys but |
1024s | we got we got more to talk about so the |
1025s | next area that we're going to talk about |
1026s | is going to be the exploration gameplay |
1028s | changes coming in update 8. okay so by |
1031s | by exploration gameplay what we're |
1033s | talking about is I'm talking about |
1034s | creatures creature placement hazards |
1036s | like fart rocks uranium deposits |
1039s | destructible rocks |
1040s | um we're also talking about Edibles like |
1042s | berries and nuts we're talking about |
1044s | artifacts like the summer sloops and the |
1046s | Mercer spheres power slugs crash sites |
1049s | these are explosion things we're talking |
1050s | about and so various areas around the |
1053s | map have gotten like that were |
1055s | completely lacking these things have |
1058s | gotten a a pretty heavy gameplay pass |
1061s | over them so these areas we're talking |
1063s | about are the Spire Coast The Cliffs |
1065s | between Dune desert and Spire Coast I |
1067s | think it's called Dune Desert Mountain |
1069s | or Dune Mountain plateaus I can't |
1070s | remember there's also the abyss Cliffs |
1072s | has gotten a bit of a treatment as well |
1074s | the cointree forest has gotten some love |
1076s | and also the Titan Forest there have |
1078s | been other polish passes that have |
1080s | happened in other areas too around the |
1081s | map mostly in starting areas |
1083s | um but that's kind of I think it for for |
1086s | now |
1087s | uh also you might be wondering well |
1088s | aren't resource nodes and exploration |
1090s | feature as well and yes they are we do |
1092s | consider resource nodes to be an |
1094s | exploration game exploration gameplay |
1096s | feature but uh it's important to note |
1098s | that in update 8 there will be no |
1099s | changes to Resource nodes as of yet uh |
1102s | we do plan on doing that in the future |
1104s | there are some areas like the Spire |
1105s | Coast that desperately need changes to |
1108s | Resource nodes or maybe more added maybe |
1110s | move to who knows those kinds of changes |
1112s | will come in the future uh when we do |
1115s | another gameplay exploration pass over |
1116s | the entire map later okay and that will |
1119s | all come in one go as opposed to like |
1120s | the little bits here and there uh some |
1122s | other changes is that we're adding two |
1123s | new creatures you guys it's going to be |
1125s | two new variants of the hog there's |
1127s | going to be the cliff hog and the |
1128s | nuclear hog and both of them are |
1130s | high-end kind of late game tough |
1132s | creatures and they have some new attacks |
1134s | so for example this is what the cliffhog |
1136s | looks like and one thing that's really |
1138s | noteworthy here is there's no fluffy |
1139s | tail this has like this new sort of |
1141s | bulldoze attack where it runs at you and |
1143s | it's and boy it runs and it doesn't stop |
1145s | running when it gets you it just keeps |
1147s | keeps going and it does sort of like a |
1148s | damage over time so it's pretty cool and |
1150s | then also here's the nuclear hog which |
1152s | is a really menacing Beast also no |
1155s | fluffy tail by the way uh it has the |
1158s | same bulldoze attack as the cliffhog |
1160s | does as well but it also is radioactive |
1163s | so it does damage over time AOE damage |
1165s | if you're near it unless you're wearing |
1166s | a hazmat suit so that's uh yeah just a a |
1170s | cool little touch there I think it's |
1171s | pretty neat and those are the new |
1172s | creatures so now some of you might be |
1174s | wondering okay we've made changes to the |
1176s | map and we've made some changes to |
1177s | gameplay placement of objects and all |
1180s | this kind of things what does this mean |
1182s | for my save file and for my factories |
1183s | and so I've tried to provide as much |
1185s | information as possible as going through |
1187s | each of the areas for what level of |
1190s | change you can expect in those areas but |
1192s | at the end of the day this all largely |
1194s | depends on your particular factories and |
1196s | where you build stuff and so I can't |
1197s | really answer the question of like |
1199s | what's going to happen |
1200s | um |
1201s | to your save files in that way you might |
1203s | be wondering are my save files okay in |
1205s | general your save files are fine they |
1206s | should they should be but back up your |
1208s | saves uh but uh yeah in terms of like |
1211s | whether or not your factories are going |
1212s | to be stuck in things it really depends |
1214s | on your your factory well you where you |
1216s | built them and all I can do is just let |
1218s | you know to what degree some areas are |
1220s | changing but the the feel that I get is |
1222s | that this this isn't anything super huge |
1224s | and I don't think it's anything that |
1225s | y'all can't overcome if there are any |
1228s | problems with your factories and so I've |
1230s | created a couple maps to help you as |
1232s | well as we've done in the past and um |
1234s | well I see a couple but I mean three |
1235s | maps and you know this this is just in |
1238s | an attempt to help visualize where those |
1240s | changes will be and their severity and |
1242s | you know in a way that's easy to sort of |
1244s | understand and hopefully I've done a |
1246s | good enough job here that's going to |
1247s | help you in your decision making from |
1249s | this point on so the first map that I've |
1251s | created is one that focuses solely on |
1253s | the uh landscape and foliage changes |
1256s | that are coming in update eight |
1258s | um and that one is going to be called |
1259s | the update 8 planned map changes |
1262s | um and then there's another map which is |
1264s | going to be focusing on post update 8 |
1266s | landscape uh map changes so you can |
1269s | check that one out as well for what we |
1271s | plan to do uh I've also included another |
1273s | map which is going to highlight where |
1275s | the gameplay exploration changes have |
1276s | taken place for update 8 in case you |
1278s | want to go and explore there and farm |
1280s | items from there or something and so |
1283s | hopefully that will help you out as as |
1284s | well I have uploaded all three of these |
1286s | maps to our press kit as we've done in |
1288s | the past before I'll leave a link in the |
1290s | description below directly to the folder |
1292s | that will have these Maps |
1293s | um if anything is incorrect or unclear |
1296s | you guys can let us know and if we need |
1299s | to make any revisions to those files we |
1301s | will we'll update them in the press kit |
1303s | there okay and uh and yeah add it to |
1305s | that folder okay so this was a lot of |
1307s | information that's a lot if you made it |
1310s | this far congratulations uh but I I hope |
1313s | it was all clear I did my best to try |
1315s | and make this as digestible as possible |
1318s | um and to make this as good of a |
1320s | resource for you to refer back to if you |
1322s | need it okay and so if you found this |
1324s | helpful leave a thanks Jace helps a lot |
1326s | in the comments below and consider |
1327s | spreading this video spread the word to |
1329s | your fellow Pioneers so that they're not |
1331s | surprised by the world changes in update |
1333s | 8. one thing that I noticed in the past |
1334s | is that like even though there's a lot |
1336s | of y'all who watch these videos here |
1339s | um it's still not everyone and as much |
1342s | as we try to get the word out about |
1343s | these world world changes there's still |
1346s | always straight people who just didn't |
1347s | see the video and then they contact us |
1349s | saying like hey everything's under the |
1350s | under the map now or something you know |
1352s | so if we can try and get this uh out |
1355s | there to as many people as possible uh |
1357s | to mitigate uh any any painful |
1360s | experiences in satisfactory that'd be |
1362s | great so anyway that's all I wanted to |
1364s | say thank you very much for hanging out |
1365s | take care have a lovely weekend and I'll |
1367s | catch you all next time bye |
1370s | foreign |