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Turtle BeachApril 5, 2024

Once Human Closed Beta Test 3 Patch Notes: Full Details and More

Once Human is a brand new survival horror title that has now released it’s next wave of it’s beta. The game itself should be released sometime later this year, but it does look fantastic already.

Now, there’s some nifty patch notes we thought we’d run over for those diving in.

Here’s what we know.

Once Human Closed Beta Test 3 Patch Notes: Full Details and More

As noted above, Once Human is similar to other titles we have in the survival genre of gaming, but it does offer a unique twist of the incredible monsters inside.

Below are all the patch notes for the release of the next beta.

[New PVE Scenario – Manibus]

Embark on an adventure to investigate anomalies, confront the Original Entity, and thwart the Manibus’ plan.

Many players have voiced their preference for PvE over PvP and hope to earn rewards solely through PVE activities—This is exactly the issue we hope to address through the seasonal framework, which will allow players to explore diverse gameplay options within Once Human. The addition of the new Manibus Scenario brings the following updates:

1. New PVE Content: Introducing the New Monolith Boss Dungeon and the New Securement Silo.

2. Shift from PVP Focus: The frontier will no longer be in constant chaos, and the Stronghold feature will be removed. PVP will only be activated with mutual consent.

3. Balanced Reward Distribution: Main PVP rewards, such as Starchrom, will now be obtainable through other gameplay features or different Scripts.

 

Special Gameplay:

Manibus Invasion: Join forces to combat aberrant creatures, explore the frontier, summon the kin of Manibus with Staroid, and ultimately defeat the Manibus as the season progresses.

 

Prime War Gameplay Adjustments in Manibus Scenario

Key Adjustments:

1. Players can build defensive installations in the Frontier during the Prime War without needing to occupy the area.

2. Players can spend Staroids and interact with the Staroid Restrainer to activate the Prime War in the Frontier and earn Staroids through Strongholds, weekly commissions, and other methods.

3. All players on the server can participate in the Prime War to earn rewards without Warband restrictions.

 

Quality of Life Changes

1. Improved the interface and tutorial descriptions for the Prime War.

2. Added first-time clearance rewards for each area in the Prime War.

 

Other Adjustments

1. Each season now consists of 6 phases.

2. Seasonal phase rewards will no longer be available. Instead, the amount of obtainable Starchrom has increased and is now easier to obtain in the early phases of the new Scenario. First-time clearance rewards have been added to the Prime War for a total of 13 areas, with Starchrom available as a reward for the first victory in each area.

 

Mirror World Feature

To mitigate low population in the mid to late season, we will implement the merging of mirror worlds at the end of specific seasonal phases. This process will last approximately 30 minutes, during which overlapping territories will be removed and must be reestablished post-merge. The number of mirror worlds will be reduced post-merge to ensure an appropriate player count in each world. Players may experience suboptimal gameplay during the merge and are advised to rejoin the game afterward. There may be unforeseen issues during the first merging, and we will keep a close eye on it, resolving any issues and continuously optimizing the merging mechanic. If you have any questions, please send us feedback or contact Customer Service.

 

[Deviation System Update]

During the testing phase, we received valuable feedback and suggestions about the Deviations. Many players expressed their desire for Deviants to play a more significant role in the game world and to have increased interaction with them. In response, we have made a series of design changes. We have revamped and simplified the containment feature for Deviations and introduced 11 different types of Deviations in the Pioneer Server. These include the whimsical and witty Mr. Wish, a humanoid security turret in the form of a nutcracker soldier, the adorable and clever H37 android, a gardening, collecting, and fishing expert, a personal bodyguard, a gelatinous entity that protects you like a wall of shield, and many more.

These updates are designed to enhance players’ experience as they capture and collect Deviations on their adventure through the open world. With the addition of new seasonal Scripts, more Deviations will join each season, providing players with fresh experiences every new season.

This update introduces three types of Deviations categorized by their roles and specialties: Resource Production, Combat & Exploration, and Territory Management. Players can assign Deviations to work in their territory to quickly gather resources and ease their workload, bring them along on adventures, or enlist their help during combat for a more engaging experience.

 

The specific Deviation specialties include:

1. Capture: Each Deviation is rated for performance, with different ratings providing varying levels of work proficiency and efficiency.

2. Management: This update significantly reduces the difficulty of the containment process, allowing players to construct containments more easily.

3. Combat: This update enhances the combat capabilities of Deviations, allowing players to choose combat-oriented Deviations for assistance.

4. Resource Acquisition: This update introduces territorial Deviations that can assist in resource production and collection.

5. Formula: Players can unlock rare formulas (such as Elixirs and tactical items) by capturing Deviations.

 

[Eternaland]

Once Human adopts a seasonal system to provide a variety of content and experiences in each new season and to bridge the gap between veterans and new players. During the testing phase, we received feedback about the seasonal gameplay, including concerns about losing hard-earned resources at the start of a new season, the feeling of loss when homes are destroyed, and the abrupt transition between seasons.

In response to this feedback, we have improved the seasonal system and introduced “Eternaland” as a transitional world between seasons, accessible to every player. Unlike similar concepts in other MMO games, Eternaland provides players with an independent world between seasons.

 

The specific rules for Eternaland include:

1. Players have unrestricted freedom to build within Eternaland. The entire island is available for construction without territorial limitations. Constructions on Eternaland can be saved and shared as blueprints with friends.

*Please note that there are temporary limitations on the number of building modules on Eternaland due to performance constraints, which we will continue to improve in the future.

2. We have made adjustments to the rules regarding inheritance with the introduction of Eternaland:

 

Special Backpack Items: Items/data that were previously inherited into the new season will remain available, including Starchrom, Blueprints, Mods, Formulas (except Memetic), and Outfits.

 

Regular Backpack Items: Weapons, Armor, and basic items that players were unable to save previously will be transferred to the vault on Eternaland during the Settlement Phase. There is no limit to the quantity of these items transferred to Eternaland, but transferring items from Eternaland to a new season will consume “Resource Points,” with different items consuming differing amounts of these points. Resource Points will reset at the beginning of each new season, and as long as players have not exhausted their points, they can send items from Eternaland to the main world at any time. These items can also be sold on Eternaland to earn the island’s currency—Astral Sand. Please note that your items cannot be transferred to Eternaland during an ongoing season, and the resources on Eternaland will be isolated from those in the seasonal server, with separate Depots.

 

3. The shop on Eternaland will purchase materials players produced on Eternaland in exchange for the Astral Sand required for constructing on the island. By completing specific orders, the shop will also sell players basic production tools and materials, as well as special construction components exclusive to Eternaland. Additionally, players can sell resources brought from the seasonal server for Astral Sand to assist in island construction.

4. Players can invite friends from different seasonal servers to visit Eternaland, allowing for cross-server play. Our aim is to provide a relaxing and creative space for players to meet up with friends between seasons and enjoy various activities together. In the future, we plan to introduce more user-generated content and features to enhance the Eternaland experience.

5. Players are welcome to stay and play on Eternaland for an extended period, even if they have not signed up for a new season. Regular game activities and events are available on Eternaland, and players have the option to transfer rewards containing regular backpack items to the new season using Resource Points. Alternatively, they can sell these items for Astral Sand on Eternaland, with certain restrictions in place.

 

[SOC Gameplay Optimizations]

Our SOC (Survival/Open World/Crafting) system has always been a hot topic in the player community. In response to player feedback, we have made significant improvements to our SOC system, with a focus on construction, memetics, electricity, water, and home facilities. Here are the key optimizations we have made:

 

Memetic System Optimization

1. Ciphers can now be obtained through upgrades, completing season objectives, and capturing Deviants for the first time.

2. A new feature has been added to reset memetic nodes individually.

3. Level requirements and defeating the Monolith boss have been removed from memetic nodes and are now unlocked through seasonal phases.

4. The crafting feature has been expanded, allowing for the selection of different materials during crafting. Choosing different raw materials will affect the durability, effects, weight, and other attributes of the item.

 

Developer’s Note:

We have focused on addressing the issues of memetic node reset and memetic point acquisition and have restructured the current memetic tree. Now, players can reset individual memetic nodes instead of all memetics at once. Additionally, we have received a lot of feedback regarding the acquisition of memetic points. Players who enjoy farming and mining find it challenging to keep up with the majority and have relatively low efficiency in acquiring memetic points. In response to this issue, we increased the total amount of memetic points available and simplified the season objectives. Players can now obtain memetic points at their own pace through exploration, farming, or even construction, without being confined to leveling up. Capturing Deviations can also help players quickly acquire memetic points in the early stages.

We have removed most level requirements for memetics and adjusted the unlock method for memetics in different stages. Furthermore, we have reduced the number of nodes for certain parts of memetics, making them default, such as the Stardust Converter used for purifying Gray Matter and containment units, allowing players to bypass certain consumptions.

 

Memetic Specialization System

We’re excited to introduce our new Memetic Specialization System, designed to give players personalized survival attributes. Memetic Specialization enhances facility effectiveness, improves item crafting, and unlocks new super formulas based on existing memetics.

Every 5 levels, players will have the opportunity to acquire a memetic specialization from a choice of four randomly given specialization attributes. For example, players can select the “Expanded Backpack” attribute to unlock a new formula that increases the player’s carrying capacity or choose the “Supplies Workbench: Enhanced Healing” effect to permanently enhance the healing effect of restorative elixirs crafted through the workbench. We have prepared a diverse range of specialization effects and encourage players to experiment with different combinations. It’s important to note that the enhancements acquired through memetic specialization only apply to newly crafted items/facilities. If players gift these enhanced items to others, they will still benefit from the enhancements.

 

Construction Optimization – Bird’s Eye View

As your settlements continue to grow, the current construction view has proven to become insufficient. In response to your feedback, we have introduced a bird’s eye view construction mode, allowing you to have a more comprehensive view of the construction site and buildings.

1. Players can now switch to bird’s eye view using a designated key in construction mode.

2. Players can no longer control their characters; they can only control the camera position from a bird’s eye view.

*Bird’s Eye View can only be activated within your own territory and is available in both the Overworld and Eternaland.

 

New Blueprint System

1. Introduced the new feature to publish and download Blueprints. Players can customize the cover, name, and tags of their Blueprints and publish or download them. Additionally, players can also like and comment on other players’ Blueprints.

2. Blueprints now support Mobile Territories, enabling the storage and application of others’ designs to their vehicles.

3. Enhanced the display of Blueprints to showcase their effects.

4. Added a feature to save local designs, allowing players to save the entire structure of a building as a Blueprint.

5. Blueprints on Eternaland cannot currently be used in the large world, but Blueprints generated in the Overworld can be used on Eternaland. We plan to expand the boundaries in the future, so stay tuned!

 

New Vehicle and Related Optimizations

1. “Trailer Head” is now a personal vehicle. The Hive Garage has been renamed to “Large Garage” and adjusted to a fixed territory facility. Players can now build a Large Garage in their personal territory and manufacture Trailer Heads.

2. Added personal vehicle “Momentum” and territory facility “Medium Garage”. Players can now build a Medium Garage in their personal territory and manufacture Momentums.

3. Momentum is a medium-sized four-wheeler, with a capacity of two and supports a 1*3*2 (unit: foundation) mobile territory construction area.

 

Vehicle Optimizations

1. Tires will now self-repair after being damaged, and repairing tires in the Garage will no longer consume materials.

2. Increased the maximum steering and leaning angle for motorcycles, as well as the maximum steering angle for other vehicles’ front wheels.

3. Optimized the camera framing for vehicles.

4. Optimized the camera correction effect while driving

5. Optimized the first-person view while driving.

6. Optimized vehicle collision mechanic. Larger vehicles can now run over more trees.

7. Added aiming for shooting from vehicles, allowing players to aim down sights by pressing the right mouse button.

8. Optimized the construction experience for mobile territories, focusing on adhesion, steering, and plank replacement.

9. Turrets are now supported on mobile territories.

10 Mobile territories can now be built in Public World.

11. Introduced the “Recall Garage” feature to Mobile Territories. Players are advised to leave ample space near the garage to avoid accidents.

12. Improved the physics of mobile territories and resolved issues that could cause them to become airborne.

 

Electricity System Adjustments and Optimizations

We have made significant adjustments and optimizations to the electricity system in response to player feedback.

1. Lights no longer need to be connected to the power grid.

2. Added two new types of generators: Hydraulic Generators and Stardust Generators.

3. Hydraulic Generators can be placed in rivers to generate electricity.

4. Adjustments have been made to the power output of different generators.

Developer’s Note:

Solar power is a generator that players do not need to manage. It is more suitable for beginners as it does not require constant refueling like Biomass Generators. In response to feedback on insufficient power and electricity consumption issues from our player community, we have made improvements in this version and added a variety of generators that can perform better in different environments. Additionally, we have reduced the power consumption of some containment units.

 

Water System Adjustments and Optimizations

1. Standing in water will no longer consume dirty water; instead, water will be collected using Flasks. Flasks no longer need to be crafted

2. Rainwater Collection System and Water Pumps will collect contaminated water in the Pollution Zone.

3. Purifiers can convert contaminated water into acidic solution.

4. Fermentation Barrel can convert acidic solution into acid.

5. A small purifier has been added.

6. Water Pumps can extract crude oil near oil fields.

7. Water Pumps can extract acidic contaminated water in the Pollution Zone.

 

Facilities Optimizations

1. Added the feature to partially remove items from the production queue.

2. Added the feature to pre-produce pending items.

3. Added the feature for certain facilities to produce multiple items concurrently.

4. Added automatic collection facilities for minerals and timber.

 

Fishing System Optimizations

1. Optimized the fishing process by eliminating the need to repeatedly bait the hook.

① Removed the requirement to re-bait the hook; the system now automatically records the previous bait.

② Eliminated the self-moving cast point. Players can now choose the cast point at will.

③ Introduced additional fish-capturing scenarios, along with additional visual effects added to the HUD

④ Real-time fishing progress will now be visible in the lower right corner of the screen.

⑤ Reduced the number of required keys; players can now complete the entire fishing process by clicking or holding the left mouse button.

2. Added new types of fish and bait for a more diverse fishing experience.

3. Introduced a new Party Event – [Surge of Fish], where players can visit a designated location to fish for a chance to obtain rare fish, which can be exchanged for special rewards at the merchant.

 

Agriculture System Optimizations

1. Added a crop mutation mechanism, where crops have a chance to mutate and yield unique produce. The unique produce can be used to create all-new Gold Dishes, which offer distinct and powerful effects. These effects are extremely beneficial in various activities such as combat, gathering, exploration, and other endeavors. We encourage players to grow crops and delve into the new agriculture and cooking system..

2. Introduced a diverse range of vegetables, fruits, and flowers. Vegetables and fruits can be utilized to craft food items, while flowers are ideal for landscaping. Harvested flowers can also be used for indoor decoration and have the potential to yield different colored varieties through mutation.

3. Added the “Loamy Soil” facility, which can be placed outdoors for outdoor planting.

4. Removed the mechanics of Crop Lifespan and Withering, and now the game automatically retains the last chosen fertilizer when planting.

5. When crops lack sufficient light and irrigation, a floating icon will appear within the territory to provide a visual indication.

 

Cooking System Expansion

1. Adjusted the attributes and effects of most dishes.

2. Changed the acquiring methods for some dishes.

3. Added a variety of new dishes.

4. Players can now find finished dishes in the overworld.

5. Adjusted the types of dishes sold by NPCs.

6. Players can now sell dishes to NPCs, and the value of finished dishes will be higher.

 

[Social Feature Adjustments and Optimizations]

Warband and Territory

We have simplified the gameplay of Hive:

1. Warbands can now be formed independently of Hives, making it easier for players to join and leave Warbands.

2. Hive Territory has been replaced with Individual Territory, allowing players to have larger territories. This change is aimed at making it easier for players to understand territory rules.

3. The range of territories has been adjusted to be rectangular, making it easier for players to border each other’s territories. Players can connect territories with friends to build larger territories.

4. Formulas unlocked via Hives have been transferred to individuals.

5. Players can now grant each other permission to use facilities and chests and build in each other’s territories.

6. After unlocking Personal Territory Expansion via Memetics, Personal Territory can now be expanded through Territory Terminal.

7. Introduced the Group Chat feature, enabling players to create/join Group Chats. More functions are still in development. Stay tuned for updates.

 

Developer’s Note:

Our goal is to create a stress-free social environment in the game. We want players to be able to relax and socialize and have the freedom to border with whom they choose. The size of territories now depends on players’ desire to develop with others, with no limit theoretically. Hives are more of a symbolic unit that witness player friendship. The adjustments to Warbands also serve the same purpose. Future gameplay features, as well as formula and resource gathering, will not be bound to Hives.

 

New Team Interface

Added a Team interface accessible via the “U” key or the Social page in the menu, offering features such as matchmaking, recruiting, merging teams, and joining cross-server teams.

 

Added After-image Feature

1. The after-image feature allows players to leave messages in the overworld.

2. When a player falls, a flower will be left at the spot, which can be reclaimed by the owner. The owner can interact with after-images at the Territory Terminal to retrieve the returned flower.

3. Players will randomly leave after-images in other players’ territories.

 

[Combat & Controls Optimizations]

Weapon & Equipment Adjustments

In response to feedback on weapon class design and balance issues in the previous version, we have made the following stat adjustments to weapons and equipment:

1. Reworked the stats of most weapons and armor pieces and removed the weapon activation feature. Our aim is to make the experience of combining different weapons and armor more intuitive and to make the differences between weapons more pronounced. The special effects are now more compatible with the weapons themselves.

2. Adjusted Fine Quality (Blue) weapons to be associated with various keywords, allowing new players to engage in build combinations earlier. Additionally, four new weapons have been added to supplement the weapon choices for certain builds.

3. Increased the damage of Sniper Rifles, Grenade Launchers, and some Machine Guns.

4. Gloves will now increase the ability to capture Deviants, with this ability increasing with the equipment level.

 

New Weapon Type: Recurve Bow

The longer you draw a Recurve Bow, the better its range and accuracy. It can also be used for rapid fire to deal with enemies in close range. Recurve Bows can be found in chests in the overworld.

 

Added 4 New Weapons and Their Blueprints

1. Hammerhead

Weapon Type: Pistol

Quality: Excellent

2. Netherword

Weapon Type: Shotgun

Quality: Excellent

3. Doombriger

Weapon Type: Shotgun

Quality: Perfect

4. Outerspace

Weapon Type: SMG

Quality: Perfect

 

Weapon Optimizations

1. Recurve Bow now features a charging mechanism that increases attack power: Attack power starts at 60% and gradually increases to full attack power during the charging process. Due to this new feature, we’ve enhanced the damage and passive effects of Recurve Bow to balance its strength.

2. Enhanced the passive effects of the following melee weapons: Frozen Tilapia, Military Shovel, and Kukri now provide additional healing effects when healing, strengthening their performance.