Custodians, Sector 1: Dreadshore is finally here, and what better way to celebrate than with a first-hand look at all the new deadly tools with Team Lead Community Manager, Julia and Senior Creative Director, Ash! Check it out!
Meet Your Maker Free Trial
To celebrate the release of Sector 1: Dreadshore, we're inviting new Custodians to step into the wasteland with a free trial of Meet Your Maker, running from June 27th - July 3rd!
Quality of Life Updates Blog
Hey Custodians,
In preparation for Sector 1: Dreadshore’s impending release on June 27th, we have just released a major patch update which includes multiple highly requested feature updates and bug fixes that will significantly improve your overall experience. Check out some of the highlights included in today’s update below:
FOREVER OUTPOSTS All Outposts can now be kept online forever!
Level 10 Prestige outposts can now be kept alive indefinitely allowing them to stay in the rotation for as long as a player wishes to pay the Synthite cost.
FORCED DISCONNECTS This new feature for the builders grants the kills even when players force-disconnect from the game.
This will allow builders to gain alel the feedback, rewards and ranking for every kill they earn in all their outposts.
PROJECT PHOENIX POD We have given the Phoenix Pod consumable to every player and placed it into the default inventory with the grenade giving new players access from the first raid. We are also increasing the number of pods you can use in any given raid to 2 and we’re gifting everyone 25 free Pods.
The phoenix pod is a manual checkpoint tool that helps players manage their time. Use of the Pod can dramatically cut down the amount of repetition in the game but without losing those kills for the builder.
This is a gameplay feature to make the game more approachable for new players and allow more experienced players the confidence boost to complete more brutal outposts.”
FASTER, FIXED REWARDS This economy feature should help clear up some confusion and speed up earning of Synthite and Parts for all raiders.
On the world map every Outpost raid you complete will now give you a guaranteed amount of Synthite or Parts when you escape as a reward.
Of course, you earn more parts AND Synthite for all the stuff you destroy on the way but at least you’ll now be guaranteed a minimum for completion.
If you’d like to see more of what was included in today’s massive update, please check out the full patch notes here: https://forums.bhvr.com/Meet-Your-Maker/discussion/380217/meet-your-maker-pre-sector-1-patch-notes-6-22-2023
- The Meet Your Maker Team
Pre-Sector 1 Patch Notes
Hey Custodians,
In preparation for Sector 1: Dreadshore’s impending release on June 27th, we’ve just released a major patch update which features many balancing changes, quality of life updates, bug fixes and more. For a detailed breakdown, please see the patch notes below: NEW CONTENT
We have added a new splash screen, loading screen and Easy Anti-Cheat artwork to celebrate Sector 1: Dreadshore’s upcoming release.
QUALITY-OF-LIFE IMPROVEMENTS:
Outposts may now be activated an infinite amount of times after reaching Prestige 10, for a Synthite Cost! - Activating an Outpost beyond Prestige 10 will still reward players with resources, kills and Accolades. - Outposts activated beyond Prestige 10 are no longer eligible to be Champion Outposts.
Tutorial #2 “Raid an Outpost” has been improved to better teach the grappling hook and Forsaken Tomb mechanics.
Newly released content will now be flagged with “!” notifications so players can easily identify content that has been released since they have last played.
Loading screens now contain useful gameplay tips.
The consequences of dying as it pertains to loot is now better explained on the death screen.
The results of Prestiging while there is still GenMat to harvest has been clarified in the user-interface.
"Aim response curve" visual support and text have been updated to better explain the effect of the various setting options.
The contrast of cosmetic rarity type colors has been updated to be less subtle, and no longer blend with the UI.
BALANCING CHANGES: Synthite & Parts Balancing:
We have added guaranteed Synthite and Parts rewards to Raiding to create a more dependable source of these currencies, while altering the effectiveness of other sources. Overall, this is a slight buff. - Regular Raids will grant Synthite or Parts depending on Outpost difficulty: - Normal: 45 Synthite or Parts - Dangerous: 60 Synthite or Parts - Brutal: 75 Synthite or Parts - Champion Outposts: 100 Synthite or Parts for ALL difficulties.
Diminishing returns on the quantity of loot contained within drops from Skulls have been removed.
The Forsaken Tomb loot drops have been reduced from 8 to 5.
The Parts and Synthite rewards have been removed from the Daily Tribute Reward.
The Spoils of War (Parts Boost) effects and cost have been reduced: - Level 1: Effect: 10% to 5% - Cost: 50 Cells & 100 Synthite to 50 Cells & 50 Synthite - Level 2: Effect: 20% to 10% - Cost: 75 Cells & 300 Synthite to 75 Cells & 150 Synthite - Level 3: Effect: 30% to 15% - Cost: 100 Cells & 500 Synthite to 100 Cells & 250 Synthite
The Strip Mine (Synthite Boost) effects and cost have been reduced: - Level 1: Effect: 10% to 5% - Cost: 50 Cells & 100 Parts to 50 Cells & 50 Parts - Level 2: Effect: 20% to 10% - Cost: 75 Cells & 300 Parts to 75 Cells & 150 Parts - Level 3: Effect: 30% to 15% - Cost: 100 Cells & 500 Parts to 100 Cells & 250 Parts
Trap Balancing:
The Corrosive Cube’s capacity cost has been increased from 15 to 20.
The Plasma Sentinel’s capacity cost has been increased from 50 to 70, and its Mods have also seen an increase in cost. - Eagle Eye Mod: Capacity cost increased from 15 to 20 - Plasma Cloud Mod: Capacity cost increased from 15 to 20 - Self-Destruct Mod: Capacity cost increased from 15 to 20
Be advised that these Capacity Cost increases may push some Outposts to overcapacity, resulting in some Builders needing to remove defences to be able to reactivate their Outpost.
Weapon Balancing:
The Arc Barrier's Perfect Block window has been reduced by 0.5 seconds on each level. The new Perfect Block windows are as follows: - Level 1: 0.25s - Level 2: 0.35s - Level 3: 0.5s
Hardware Balancing:
The Phoenix Pod can now be used twice per Raid.
The Phoenix Pod is now automatically unlocked for all players, and players will start with 25 in their inventory.
Players will now also start with 25 Grenades in their inventory.
BUG FIXES: BUILDING:
We have fixed an issue which prevented Raider deaths from being registered upon force quitting the game. Skulls will now register on every death instead of at the end of a Raid. - Builders will now be rewarded with kills and loot even if the Raider quits by force closing the game on console, or by pressing Alt+F4 on PC.
Fixed an issue where Buttons are not disabled in the blurred background of the Building Inventory.
Fixed an issue where Outpost Capacity does not update in Co-op building.
Fixed an issue where there would occasionally be no gap be no gap between an Incinerator’s Trap Range Preview and an object that is obstructing it.
RAIDING:
We have fixed an issue which prevented Co-Op party guests from receiving Ranking Points after completing a Co-Op Raid.
Fixed an issue where Co-Op party guest does not gain experience upon completion of a Co-Op Raid.
Fixed an issue where Death Pistons could trigger through invisible Holocubes.
Fixed an issue that caused Co-Op partners to glow when revives are interrupted.
Fixed an issue where low amounts of loot could be generated from destroying Traps or killing Guards in the Tutorial.
Fixed an issue causing the Harvester to not follow the path when placing Second Wave Holocubes above corner blocks.
Fixed an issue causing Raiders to die when standing on a wedge with a modded Death Piston below or behind the wedge.
Fixed an issue where Death Pistons can kill a Raider through a Flash Barrier.
Fixed an issue causing Hornets to stop patrolling after touching a ceiling.
Fixed an issue where, if timed correctly, lunge attacks still destroy Traps even if the Raider is not range.
Fixed an issue causing Raiders to revive inside a block after placing a Phoenix Pod to close to a wedge or Corrosive Cube.
Fixed an issue where Guards continue to target a dead raider's body.
Fixed an issue which could occasionally cause a Raider’s weapon to swap after firing the Grappling Hook.
Fixed an issue where Traps placed on Wedge blocks cannot be destroyed when attacking from the side with melee weapons during Raids.
SANCTUARY:
We have fixed an issue where the Command Center and Replay Station notifications take more than 1 minute to appear when returning to the Sanctuary.
Fixed an issue where message popups are always displayed when entering the Sanctuary when players did not receive the rewards.
PERFORMANCE & STABILITY:
We have fixed multiple game title crashes.
Fixed an issue causing a long delay before getting an error message, when attempting to purchase an item in the Advisor Shops without enough currency.
UI:
We have fixed an issue where the Masquerade Mod icon does not match the Trap Classification.
Fixed an issue causing the UI to display a large loss of ranking points after completing a raid.
Fixed an issue where no resources are shown on the "Resources Discovered" at the end of a Raid.
LOADOUT:
We have fixed an issue where the same weapon can be equipped in both weapon slots by using Customization options.
Fixed an issue which caused the Biolink menu to be difficult to read under certain conditions.
Fixed an issue where the Customization skins' preview is squished.
Fixed an issue where Trap Mod icons could be visible on Trap frames when no Mods are applied.
MISCELLANEOUS:
We have fixed an issue causing the "GenMat Defender" achievement to be unlocked under the wrong conditions.
Fixed an issue preventing the "On Guard" achievement to be unlocked by some players.
The Hellscape block surfaces have received an update to improve their audio quality.
Animated props have received an update to improve their visual performance.
Fixed visual issues when viewing certain blocks from a distance.
..and that’s not all, as June 27th will see the release of Sector 1: Dreadshore in all its glory, with new content such as a brand-new Outpost Environment, Custodian, Trap, Guard and Weapon, new Deco Packs, a new Cosmetic Collection, as well as Ranking changes!
New content releasing on June 27th:
New Environment: Dreadshore - A rainy, seaside Outpost Environment with battered shipwrecks and an ominous lighthouse beacon that shines bright, cutting through the fog and gloom.
New Trap: Sentry Beam - The Sentry Beam tracks its target before firing a laser beam that can ricochet off surfaces.
New Guard: Ravager - The Ravager is an aggressive sub-clone who fires bolts that spread out.
New Weapon: Demolition Cannon - A Cannon that fires reusable explosive shells that can deal massive damage to Traps, Flesh, and Armor.
New Suit: Nautilus - Nautilus is a Suit that enhances the effects of defensive weaponry.
New Deco Pack: Tempest Cove - Salt-worn designs from the cost, featuring 2 Building Blocks, 2 Props, 1 Animated Prop and 8 Decals.
New Cosmetic Collection - New Deco Pack: Light’s End - The stylings of a traditional lighthouse, featuring 2 Building Blocks, 2 Props, 1 Animated Prop and 8 Decals.
New Cosmetics: - Maelstrom: An Epic cosmetic for the Nautilus Suit. - Dreadnought: An Epic cosmetic for the Demolition Cannon.
The new Sector 1 Ranking Season will begin, and Sector 0 Ranking Rewards will be available for players who participated in Season 0. The following cosmetics and decals will be rewarded based on Rank Tier: - Gold or higher: Warlord Ironside cosmetic - Silver or higher: Cataclysm Fury's Edge cosmetic - Master: Season 0 decal - Gold: Season 0 decal - Silver: Season 0 decal - Bronze: Season 0 decal
Balancing Changes releasing on June 27th: Ranking Balancing:
The Ranking System has been reworked to improve the flow of progression, requiring less Ranking Points per Rank.
Rank to Rank requirements will also now increase at a more gradual pace.
Players will now receive the same base Ranking Points for actions regardless of your opponent’s Rank.
You will continue to lose more Ranking Points for actions based on your own Rank.
-The Meet Your Maker Team
Sector 1: Dreadshore launches on June 27th.
Sector 1: Dreadshore not only introduces a new environment and themed Deco Pack available to all players, but a full Arsenal Pack complete with a new trap, guard, Custodian, and weapon. In celebration of the release of our first Sector we’re inviting players to claim the Sector 1 Arsenal Pack for FREE from June 27th to July 10th and gain instant access to all the deadly new tools at your disposal. Read on to learn how they connect to the Dreadshore’s dark history.
The world of Meet Your Maker is one teeming with diverse areas, each ravaged in their own unique way by the plague that destroyed humankind, each filled with history and horrors to unravel.
Far from the Red Sands, in the muck and mire of the barren New England coastline, lies a Sanctuary where a Custodian and Chimera did unspeakable things in the name of progress. Outwardly, it stood as a beacon of hope. Beneath the surface was only darkness.
Welcome to the lighthouse. Welcome to Dreadshore.
New Environment: Dreadshore
On the murky remains of New England’s coastline lies the Dreadshore. In the distance, a lighthouse beacon shines bright, cutting through the fog and gloom. Where once there was a prosperous port, only rusted scrap metal, salt-stained wooden planks, and industrial waste remain.
Situated within this repurposed lighthouse is a Sanctuary hiding a dark secret. Deep beneath its muddy exterior lay a vast network of prisons and laboratories, where revolting scientific experiments were carried out.
When weary travelers came in search of shelter, the Chimera and Custodian abducted them, killed them, and used their Genmat to develop clones of their Advisors. They then subjected these prisoners to horrific trials in unorthodox attempts to develop a cure for the corrugenic virus. Whether the two were following orders or devised the experiments on their own is unknown.
A search of the now-abandoned Sanctuary revealed the Chimera and Custodian’s mangled bodies among a pile of corpses. A mysterious figure known as Nautilus is believed to have been responsible.
New Custodian: Nautilus
As the final screams echoed and died from within the lighthouse, locals say a hulking figure emerged from the Sanctuary, dripping blood, and wearing what resembled an ancient diving suit.
The figure became an urban legend: Nautilus, a man from the depths who came to drown the last of humanity.
Years later, investigation of the lighthouse Sanctuary’s computers uncovered blueprints of a Fortalis Suit resembling the legendary figure.
The suit appeared to have been developed by an unknown prisoner tasked with maintaining routine duties in the Sanctuary. Evidence pointed to the suit being created by the prisoner to improve their chance of survival, whether to escape the facility, or wreak bloody revenge on his captors. What became of Nautilus after their final sighting is unknown.
New Trap: Sentry Beam
The Sentry Beam was developed by the lighthouse to help contain its population of captive test subjects.
In stark contrast to the lighthouse beacon which once shone a way forward, the Sentry Beam served a much more sinister purpose. It acted as a deadly security system, ensuring that all Sanctuary secrets and prisoners were kept within the facility’s confines. Emitting a narrow beam of super-heated amplified light, its precision tracking and rapid delivery made it the perfect deterrent for any prisoner tempted to step out of line. Should the beam miss its mark, it ricochets several times, providing even more opportunity for a punishing kill.
Data suggests that no more than one captive escaped the Sanctuary under the Sentry Beam’s watchful eye.
New Guard: Ravager
As their experiments grew larger in scale, the lighthouse Sanctuary’s Chimera and Custodian kept pace with new and exceedingly brutal security measures, creating a terrifying living deterrent for any prisoner thinking of escape.
The Ravager was a result of one of the Sanctuary’s failed cloning experiments. What emerged was disturbing but highly efficient and aggressive. Harnessing this new creation, fear and order in the lighthouse were brought to terrifying new depths.
Incorporating its unusual defects to make it even more lethal, the Ravager’s visor alters its vision to display multiple blurred targets, even if only one is present. It fires simultaneously at each apparent target, causing a scattershot attack that makes evasion nearly impossible, and collateral damage almost certain.
New Weapon: Demolition Cannon
The Demolition Cannon was developed by the American military but due to growing corruption and individual opportunism, the technology soon found its way around the world. When revolts swept the globe, the weapon became more commonly used as a savage anti-protest tool than an implement of war.
Powerful and portable, the Demolition Cannon delivers an explosive payload in a reusable shell causing tremendous damage.
Having made its way to the Dreadshore, a Demolition Cannon was locked up within the lighthouse’s armory. The intent: to be used as a last resort should the prisoners somehow revolt and bypass the Sanctuary’s defenses.
During his blood-soaked escape, the Nautilus came across the weapon and used it to decimate any who stood in his path.
Sector 1: Dreadshore launches on June 27th. Play Meet Your Maker now and start planning your deadly new builds.
New Trap Mod Available
The Spring Loaded Mod for the Bomb Ejector is now available! The Spring Load Mod ejects bombs out at a high speed.
Unlock it from the Traps Advisor, Prota, today!
Known Issues Board
Welcome, Custodians!
We want to keep you updated on known issues affecting your experience in the wasteland. This is not an exhaustive list, but is intended to help you confirm the status of the most widespread or severe issues. We will continue to update this space as issues are discovered and fixed!
Please note that to keep them from being abused before a fix is implemented, issues considered to be exploits will be omitted from this list.
To report any issues, please contact our player support by opening a ticket: https://support.meetyourmakergame.com/hc/en-us
LAST UPDATED: June 9th 2023
KNOWN ISSUES:
Co-op guests don’t receive Ranking Points after successfully completing a Raid. - We have a fix – it's currently in testing and will be rolled out for the next ranking season.
Deaths are not counted for the Builder when a Raider force quits the game. - For Sector 1 we are changing how kills are counted by the game so Builders are properly rewarded for kills even if a Raider disconnects.
Skipping 30 seconds causes performance issues while watching replays on PlayStation consoles.
When activating Prosarmogi’s Boost ‘Watchman’ sometimes the harvester path distance says 0m
Ranged weapon ammo has an infinite pickup range when shooting bolts from a specific area in an Outpost.
Traps can be incorrectly triggered with specific configurations of blocks and corrosive cubes. - We have a fix for this that will be implemented in our Sector 1 release update.
RECENTLY FIXED:
(6/1/2023)
We have fixed an issue that allowed Traps to trigger through Holocubes equipped with the Second Wave Mod.
(5/30/2023)
We have fixed an issue which caused Incinerator Traps to be able to shoot through blocks with a specific Trap layout.
We’ve also fixed an issue which caused Incinerator Traps to be able to shoot through Plasma Sentinel Traps.
Traps placed behind a Holocube equipped with the Second Wave Mod should now trigger as intended after the GenMat has been collected.
(5/18/2023)
We pushed a fix which should help with long loading times on PlayStation consoles.
We have fixed an issue which caused Outposts to not appear in the Raid Map under certain conditions.
We fixed an issue causing some newly created Outposts to not receive Raids.
Traps should no longer shoot through corner blocks in certain setups.
Raiders should no longer get trapped in paths which contain double wedges or corners in certain setups.
Raiders should now receive a consistent amount of increased loot after purchasing the Strip Mine or Power of War Advisor Boosts.
- The Meet Your Maker Team
Community Shout-Outs
Hey Custodians,
Much like the Chimera needs GenMat to grow and thrive, Community Managers need content. Here are some of the best community creations we’ve seen this past month.
@Wyldosis (on Twitter) put together an amazing Social Outpost database. For all those looking to explore and Raid new Outposts, check it out: raidme.co.uk
Then right here on Steam we’ve got an MS Paint masterpiece by Gyaru Rat “This is fine”
It’s always satisfying to see players discover a new strategy – shoutout to @PirateSoftware (on Twitter) for the clip: https://twitter.com/MeetYourMaker/status/1659612380639248400
And finally, a thought by lets_go_chimp on Reddit:
We like the way you think.
-Meet Your Maker Community Team
Hotfix Notes - 6/1/23
Hey Custodians,
We've just released a small hotfix which addresses an issue that allowed Traps to trigger through Holocubes equipped with the Second Wave Mod!
-The Meet Your Maker Team
Hotfix Notes - 5/30/23
Hey Custodians,
We’ve just released a hotfix which includes multiple bug fixes and balancing changes. Please see the hotfix notes below for more details:
BUG FIXES
We have fixed an issue which caused Incinerator Traps to be able to shoot through blocks with a specific Trap layout.
We’ve also fixed an issue which caused Incinerator Traps to be able to shoot through Plasma Sentinel Traps.
Traps placed behind a Holocube equipped with the Second Wave Mod should now trigger as intended after the GenMat has been collected.
BALANCING CHANGES
ADVISOR BOOSTS:
The duration of the Boosts granted by the Hardware, Weapons, Traps, and Suits Advisors have been increased with a base duration of 1 hour at Advisor Level 1, and +2 minutes will be added to the duration per Level for a maximum of 4.3 hours at Level 100.
The duration of the Boosts granted by the Guards Advisor have been increased with a base duration of 3 hours at Advisor Level 1, and +10 minutes will be added to the duration per Level for a maximum of 19.5 hours at Level 100.
The costs to purchase Advisor Boosts have been rebalanced. The new costs are as follows: - Hardware Advisor – Deathgarden (GenMat Boost) - Grade 1: Synthite: 100 - Parts: 100 - Grade 2: No change - Grade 3: Synthite: 500 - Parts: 500 - Guards Advisor – Power & Glory (Prestige Boost) - Grade 1: Cells: 50 - Parts: 100 - Grade 2: Cells: 75 - Parts: 300 - Grade 3: Cells: 100 - Parts: 500 - Traps Advisor – Strip Mine (Synthite Boost) - Grade 1: Cells: No change - Parts: 100 - Grade 2: Cells: No change - Parts: 100 - Grade 3: Cells: No change - Parts: 500 - Weapons Advisor – Spoils of War (Parts Boost) - Grade 1: Cells: No change - Synthite: 100 - Grade 2: Cells: No change - Synthite: 300 - Grade 3: Cells: No change - Synthite: 500 - Suits Advisor – Watchman (Intel) - Grade 1: Cells: 50 - Grade 2: Cells: 75 - Grade 3: Cells: 100
The weight distribution for the Spoils of War and Strip Mine Advisor boost effects have also been slightly adjusted to put more weight on small Synthite and Parts drops, and less to medium and large drops.
CHAMPION OUTPOSTS
The number of Raids required to unlock Champion Outposts have been increased on all difficulties. The new requirements are: - Normal: 5 - Dangerous: 4 - Brutal: 3
The Track Rewards for Champion Outposts have also been increased. The new rewards are: - Parts: 250 - Synthite: 250
HARDWARE:
The crafting costs for Hardware has been increased slightly. The new crafting costs are as follows: - Spike Drive: 20 Parts - Blast Grenade: 20 Parts - Flash Barrier: 30 Parts - Phoenix Pod: 50 Parts