Once Human August 15 Update Patch Notes

Once Human August 15 Patch Notes & Update, Full Details Listed

I’ve never been more excited to read a set of patch notes. Not only are they massive, but they include almost every complaint that players have trotted out since the game’s release. Did you hate the fences and abandoned builds in Prime War? Did you find the fishing mini game obtuse? Did you want a little more endgame content? What about controller support? It’s all here. And, yes, you can tame the bears and crocs and have them defend your base. Let’s dive right in to Once Human’s August 15 patch notes.

New Animal Ranching Feature

A brand-new animal ranching feature is now available. Capture and raise animals, and build the post-apocalyptic ranch of your dreams!

Revamped Fishing System

Since launch, we’ve received a lot of valuable feedback concerning the fishing minigame. Players have reported being unable to catch fish or confusion regarding the fishing controls. We understand where you’re coming from, so we’ve revamped some aspects of the fishing system. The waiting time has been reduced, and we’ve increased the number of fish each Fish Tank can hold.We’ve also added lots of rare new fish types.

New Wilderness Game Modes

Sproutlet Conquest (Exclusive to Evolution’s Call)

Opening Time: Every Tuesday, Thursday, and Saturday at 4:20 PM server time. Locations: A random settlement in Chalk Peak, Lone Wolf Wastes, or Blackheart Region. Rules: This game mode lasts for 20 minutes. Sproutletite will start spawning 5 minutes after the event starts, and can be obtained through various mining methods. Metas in the event zone will be in PvP teams. During the event, the more Sproutletite you carry, the more Sproutletite you will drop when defeated. Rewards: Metas can exchange Sproutletite for Sproutlets at a 1-to-1 conversion rate with Nisa in the camp.

Ancient One’s Trial

People have reported seeing the Ancient One descend upon the highest mountain in Chalk Peak. The Ancient One’s trial awaits any Meta who can climb to the top of that tall mountain. Board the Ancient One and face a trial that will test your determination and courage. Metas who earn the Ancient One’s recognition shall receive lots of rewards! Call upon your most trustworthy companions and attempt the Ancient One’s trial together!

Mod Conversion

Controller Support

Once Human now supports game controllers! Experience the game in a different way with your favorite controller.The game will automatically detect your controller’s button layout. Currently, Xbox, PlayStation, and Switch Pro controller layouts are available. If your controller is not correctly recognized by the game, please report your controller’s model and your preferred button layout to us. You may choose from any of the following preset control schemes: You can choose which preset to use or customize your own control scheme at the Settings screen. As controller support is a new feature, we are still optimizing some parts of the game for controllers, and controllers may not work with all features. We are working hard to make the necessary adjustments and improvements to give you the best experience possible. Controller support is currently unavailable in the following features: If the game freezes or any other problem occurs while playing with a controller, please report it to us via our feedback channels. Your opinions and suggestions are important to us. We take them seriously and will address them as soon as possible. We have also implemented other optimizations regarding keyboards, controllers, and their relevant settings, as follows:

Cross-Character Sharing for Paid Content

Cross-character sharing for paid content is now officially available! Paid cosmetics and premium currencies (such as Crystgin) can be shared by all characters under the same account in the same region. For more information, refer to the Once Human Cross-Character Sharing Rules announcement on our official website.

Server Invitations

Special invitation codes are now available. If a server is full, players already on the server can find their special invitation code on their Player Info screen, which can be accessed via the menu. They can then share this special invitation code with their friends. Friends who receive the special invitation code can use it to enter the server even if it is already full. Note: As servers have restricted capacity, there is still a limit to the number of players who can join each server using special invitation codes. Once a server reaches this limit, no more players may join it, even if they have a code. Hence, it is recommended that you invite your friends as soon as possible. Each player can invite up to five friends.

Seasons

Some servers will soon be changing seasons for the first time. The following is some useful information regarding Once Human’s season system. I. What are scenarios and seasons in Once Human? What is the game like in the long term? We want to offer different survival experiences, so the game has a little something for everyone. We also want to keep updating the game so it’s always exciting to play. That is why we’ve chosen to include multiple scenarios in the game. A scenario is the gameplay theme of a server. Once Human’s global launch initially offered two scenarios, with Manibus focusing on PvE and Evolution’s Call centered around PvP. In September and October, we’re bringing in special events featuring new scenario content. September’s scenario will involve faction-based PvP, while October will bring a cooperative PvE scenario with a new map and temperature-based survival mechanics. Also in the works are a scenario with unrestricted PvP and a longer season cycle, as well as a perpetual scenario. Furthermore, we plan to release at least four new scenarios every year. Seasons refer to individual cycles and progress within a scenario. The duration of each season varies according to the scenario. Each season will also be split into multiple phases based on the scenario’s features. In-game content will be gradually unlocked as your server progresses through the seasons, ensuring that you always have something new to enjoy. Once all the scenario content is available and the season reaches the transitional phase, you can sign up for a new scenario while keeping your gains from the current scenario. Of course, you can also choose to continue playing and completing objectives on your current server until the transitional phase ends. Currently, the transitional phase is set to last four weeks. That’s our vision for the game, which we hope will bring you a multifaceted and consistently engaging experience. II. How do I sign up for a new scenario? You can sign up for a new scenario during the final phase of the current scenario. Once you do so, you can start your new journey right away. Alternatively, you may choose not to sign up immediately, and continue exploring and fighting on your current server for up to four more weeks, during which you can sign up for a new scenario at any time. If you haven’t decided on which new scenario to join by the time your server’s final phase ends, your current server will be closed and your character will be returned to Eternaland, where you can continue playing or sign up for a new scenario at any time. III. When a scenario is over, does that mean I will lose my in-game progress? No, it does not. We value the effort and time you put into our game. Even when a scenario ends or you exit a scenario midway, you’ll be able to keep the rewards you’ve earned (there are a few rare exceptions, including scenario-specific items or Memetics items ). IV. How do I bring items from the Eternaland Depot into a new scenario? You will have a certain amount of Resource Points when entering a new scenario. Each item you choose to bring into the new scenario will cost a certain amount of Resource Points. The actual amount required varies between items and can be checked in the game. You will obtain new Resource Points every time you join a new scenario.

Season Optimizations

In the upcoming season, we are releasing a new scenario with higher difficulty. The scenario will include two combat environments, with each environment containing different Cradle Override combinations, Super Anomaly types, exclusive blueprints, and calibration blueprints. There are also two combat difficulty levels for this scenario: Normal and Hard. On Hard difficulty, Deviants, dungeons, and other challenges will be tougher, but also yield more rewards. You may choose whichever combat difficulty level you prefer. When the season enters its settlement phase, your personal territory and your vehicles’ mobile territory will automatically be saved as house blueprints for use in the new season.

New Shop Arrivals

New cosmetics are coming to Once Human! You can view and purchase them in the Shop.

Event Updates

Gameplay Optimizations

The Prime War

Territory Purification

Other Adjustments

Territory Construction Optimizations

Construction mode now has a Grid Alignment system that displays a grid map on your territory. Grid Alignment mode allows you to place foundations and facilities on the foundation or floor more neatly. The rotation angle is fixed at 45 degrees while in Grid Alignment mode. Foundations can be raised or lowered by half a wall’s height while in Grid Alignment mode. You can disable Grid Alignment mode to return to the default freeform construction mode. When the season enters its settlement phase, your personal territory and your vehicles’ mobile territory will automatically be saved as house blueprints for use in the new season. House blueprints can now save wallpapers and building cosmetics. When previewing a house blueprint, you can now filter the visibility of facilities, wallpaper, and other content. Facilities such as Brewing Barrels and Fuel Refineries now display the correct input-to-output ratio. You can now easily disconnect electrical wires and water pipes from the Wire / Water Pipe management screen. Your backpack will now become invisible when interacting with certain furniture items. When crafting gear, materials for Semi-Finished Items will now be automatically added if you have the required quantities.

Deviant Optimizations

Combat Optimizations

I. Balance Adjustments We’ve noticed some balance issues during the novice season and will address them in the following sections: Different builds have different Cradle trigger conditions, especially in PvP. So we’ve adjusted the difficulty of triggering certain Cradles to ensure more balanced gameplay across different builds.

Deadly Combo Before: After hitting a Weakspot with bullet effects (Bounce and Shrapnel), bullet effect DMG +25% for 3s. Now: After triggering bullet effects (Bounce and Shrapnel), bullet effect DMG +25% for 4s.

Transient Impact Before: After triggering a Power Surge, Power Surge DMG +25% for 3s. Now: After defeating an enemy, Power Surge DMG +25% and Shock Elemental DMG +18% for 15s.

The current PvP scenarios have overly powerful DMG Reduction builds. The prolonged knockdown times negatively impact the PvP experience. Thus, we’ve adjusted the Cradle’s DMG Reduction stats accordingly.

Agility Before: After rolling, DMG Reduction +15% for 4s. Now: After rolling, Weapon DMG Reduction +15% and Status DMG Reduction +15% for 4s.

Brawl Boost Before: Damage from humans -20%, effect halved after defeating a human player. Now: Damage from humans -20%, effect halved after damaging a human player.

Old Huntsman Boots are designed to simplify player controls, but these boots are too powerful in PvP, so we’ve slightly reduced their effectiveness in PvP.

Before: After triggering The Bull’s Eye, the next 1 bullet will count as a Weakspot hit even if it doesn’t hit the Weakspot. Weakspot DMG +30% to enemies affected by The Bull’s Eye. Now: After triggering The Bull’s Eye, the next 1 bullet hitting a marked target will count as a Weakspot hit even if it doesn’t hit the Weakspot. Weakspot DMG +30% to enemies affected by The Bull’s Eye.

Some Deviation passives are either too strong or too weak, so we’ve made the following adjustments:

Psychic Kid Before: Having this Deviation fight alongside grants Psi Intensity +5%. Now: Having this Deviation fight alongside grants Status DMG +5%.

Health Before: Syncing with this Deviation grants Max Stamina +5. Now: Syncing with this Deviation grants Max Stamina +10.

Run Fast Before: Syncing with this Deviation grants Movement Speed +3% Now: Syncing with this Deviation grants Movement Speed +5%

Melee weapon balance adjustments: Certain melee weapons like the Scourge and Long Axe are too powerful, while the Fabled Masamune is criticized for its Durability issues. Therefore, we’ve adjusted the Fabled Masamune’s Durability threshold for affecting damage output. Also, the Stun Baton’s startup takes too long, so we’ve increased its base chance of triggering Power Surge and optimized its description.

Scourge Before: Attack multiplier increased based on lost HP. Now: Melee DMG increased based on lost HP.

The Fabled Masamune Before: Crit DMG increased by 3% for every 1% Durability over 60%. Attack reduced by 1% for every 1% Durability below 40%. The first quick strike after drawing the weapon has a +30% Attack multiplier, always results in a critical hit (ineffective against Metas), and can trigger only once every 15s. After a quick strike hits, enhancement effects last for 5s but gradually diminish. Now: Crit DMG increased by 3% for every 1% Durability over 50%, up to a maximum of +120%. Attack reduced by 2% for every 1% Durability below 20%. The first quick strike after drawing the weapon has a +30% Attack, always results in a critical hit (ineffective against Metas), and can trigger only once every 15s. After a quick strike hits, enhancement effects last for 5s but gradually diminish.

Long Axe Before: After a heavy strike, all weapons gain +10% Crit Rate and +3% Melee Swing Speed for 10s, stacking up to 5 times. Now: For every target hit by a heavy strike, all weapons gain +8% Crit Rate and +5% Melee Swing Speed for 10s, stacking up to 3 times.

Stun Baton Before: Light strikes and impacts have a 33% chance to inflict Power Surge. Heavy strikes on targets with Power Surge status will inflict an additional 50% Power Surge DMG on nearby enemies. Now: Light strikes and impacts have an 80% chance to inflict Power Surge. Heavy strikes on targets with Power Surge status will inflict an additional instance of Shock Status DMG equal to 100% of Psi Intensity on nearby enemies.

Crossbow balance adjustments: The Crit Rate of the Recurve Crossbow is excessively high. Both backend data and player feedback suggest that it has become almost the only choice for a secondary weapon. Thus, we’ve reduced some of its support capabilities. As a Legendary weapon, the Compound Bow’s damage output has been relatively insufficient. Therefore, we’ve enhanced its passive effects.

Recurve Crossbow Before: A hit on a Weakspot will inflict The Bull’s Eye on the target, and all weapons will gain Crit Rate +30% against targets marked with The Bull’s Eye for 10s. Now: A hit on a Weakspot will inflict The Bull’s Eye on the target, and all weapons will gain Crit Rate +15% against targets marked with The Bull’s Eye for 10s.

Compound Bow Before: Gain a temporary boost of Reload Speed +6, Crit Rate +10% when hitting a target. Effect can stack up to 3 times. Gain max stacks when defeating a target. At max stacks, trigger Unstable Bomber when a target is hit. Now: After hitting a target, Reload Speed +6% and Crit Rate +10%, stacking up to 3 times and lasts for 6s. Defeating a target instantly maxes out the stacks. At max stacks, hitting a target also triggers an enhanced Unstable Bomber (can deal Crit Hit and causes targets to lose balance). After each shot, Unstable Bomber DMG multiplier +3%, stacking up to 6 times. If you miss, the stacks are halved. Every Weakspot hit has a 40% chance to automatically reload 1 crossbow bolt.

The defeat affix of Jaws doesn’t match its trigger difficulty, making Jaws slightly weaker than expected. Thus, we’ve adjusted its trigger method and duration.

Before: After defeat, Blast Elemental DMG +30% for 12s. Now: After a Weakspot hit, Blast Elemental DMG +30% for 8s.

As a double-barreled shotgun, Doombringer is designed for close combat, but its ability to mark targets with The Bull’s Eye from afar is too prominent. We’ve lowered the probability of marking targets at long range while offering more rewards for close combat.

Before: 65% chance to trigger The Bull’s Eye on hit. Now: 30% chance to trigger The Bull’s Eye on hit; 80% chance when within 5 meters.

Since Great Ones are no longer Deviants, we’ve adjusted the effect of Deviation Handling in Novice Season Cradle to better focus on critical targets.

Before: Having the Deviation fight alongside grants DMG +50% against Deviants. Now: Having the Deviation fight alongside grants DMG +50% against bosses and elites (Novice Season).

 Having the Deviation fight alongside grants DMG +25% against bosses and elites (Season Two).= Developer Notes: Also, with test dummies being Deviant units, the Deviation Handling adjustment will reduce damage output on wooden stakes when Deviations are present compared to previous versions. No other stats were adjusted. Some players also noted low damage from The Last Valor against test dummies. This is because The Last Valor belongs to the Penetration type and deals reduced DMG against the test dummies. We plan to have more types of test dummies for you to choose. Smoke Bomb mechanism adjustment: When attacking from within the Smoke Bomb range, you will temporarily lose your Cloak effect. Also, the visual obstruction from Smoke Bomb will no longer affect elite and boss monsters.

II. Battle Stats Bug Fixes

III. New Additions

Introduced multiple new Calibration Blueprint categories, which will be available in Season Two. These include: Developer Notes: Different scenarios provide different obtainable items due to gameplay differences, but each scenario should have its own unique drops. Thus, we’ve provided mod suffixes tailored to the Evolution’s Call and Manibus scenarios accordingly. Because of the high demand for the versatile keyword suffix mods, we’ve moved their acquisition to Public Crisis Events, thus allowing players from all scenarios to participate and obtain these mods.

Deviation Optimizations & Adjustments

Survival Optimizations

Guidance Optimizations

Map Optimizations

Vehicle Optimizations

World Exploration Optimization

Social Function Optimizations

Optimized in-game voice function:

Boss Dungeon / Securement Silo Optimizations

Eternaland Optimizations and Adjustments

Trade Optimization

When items are sold through the vending machine’s exchange mode, the earned items will no longer be sent directly to the seller’s backpack. Instead, they will be stored in the vending machine’s storage space. Sellers can interact with their vending machines to collect their earnings. Developer Notes: Previously, items you obtained from the vending machine would be sent directly to your backpack, which could cause you to become overburdened during exploration or combat, and unable to run. This update adds storage space to the vending machine. Now, when items are sold, the earnings go into this space, and players can interact with their vending machines to collect the earnings. *This feature currently applies to vending machines within the territory. It will extend to vending machines on pickup trucks and heavy Platform Trailers in future updates.

Other Optimizations

Bug Fixes

Once Human is available to play now.