April 2016 Fragmented Newsletter – mmoheros.com

 April 2016 Fragmented Newsletter - mmoheros.com

We are happy to continue with our tradition of monthly posts, sharing the past month's achievements, change notes, and the next month's plans. We began inviting testers in March, to help us test the game and provide feedback. We wrapped up many items on our checklist, to get the game available for Early Access release. This included improvements across the board, continuing to flesh out the core systems, and introducing some familiar art from The Repopulation, as well as new art made specially for Fragmented. A special thanks again to the community for providing feedback, and for helping us get over the hump to get Fragmented available for a more public release.

We have sent invites to nearly all registered backers that had requested access, and should see access granted to everyone that owns a copy of The Repopulation in April. We plan on lifting the NDA soon, as well as making Fragmented available for purchase, on Steam Early Access, before the end of April. We look forward to seeing you in Fragmented, and look forward to working with everyone on the progression of Fragmented into The Repopulation throughout 2016.

If you missed it, for those who have registered their purchase of The Repopulation in our backer portal, you can sign up for a key to try Fragmented. Once logged into our website, visit the backer portal, and then click on "Signup for a key". We send out keys every few days from the queue. We have a limited amount, but if you submit your request early, you should get one relatively soon.

Finally, below are the change notes for March. This was the cumulative release of 12 patches in March. If you have access to the private forums for Fragmented, you will find the patch notes there.  After the NDA is lifted, we will begin posting patch notes for each individual release.

AI

  • Altered the NPC hunger code, it was being confused in some cases where an NPC wasn't hungry enough to attack a player, but was placing them onto the detected player list.
  • Increased NPC sprinting speeds.
  • AI will now charge players even if attacked from long range.
  • Adjusted target selection/aggro code so that mobs do not stay stuck on a single target in all cases.
  • Tweaked NPC hearing and sight ranges.
  • NPCs should no longer try to sprint without an active target.

Animations

  • Various swimming improvements, including smoother transitions in/out of the water, ability to see above water in first person view, and mo running on water.
  • Pickup "E" with a weapon now calls the pickup animation if you pickup an item.
  • Picking up items from the ground now comes with gather animation.
  • Modified swimming rise/fall controls so you no longer swim above the water, or are able to hold your body up past your waistline when treading water. Note, while actively swimming, you will be underwater and deplete oxygen use. Stop to tread water, using the E key to rise if needed, to catch your breath again.
  • When harvesting some resources without an equipped tool, a gather animation will now play instead of punching.
  • You should no longer see other unarmed characters rotate up/down when moving their camera.
  • Sped up equip animations.
  • Pistols now have their own set of animations. This is still a work in progress.

Audio

  • Rhinocs have all new sound effects.
  • Sound volume from consuming food and drink is now controlled by the Audio Game Options, using the Effect Slider.
  • Adjusted the sound classes of some sound effects.
  • Unarmed attack and swimming sounds should now be local to the instigating character's location.
  • More sound effects now have volume control with Audio Options slider "Effect"
  • The unarmed Whoosh sound will no longer play when you use the gathering animation to harvest. It is still used if the punch animation is played.
  • Players once again make a bit of noise when eating or drinking.
  • Added new sound effects for when doors open and close.
  • Lurkers now produce footstep sounds.
  • User interface sound volume is now controlled by the Audio Game Options, using the User Interface slider. All audio should now be controlled by the game options. If you find any sounds that leak thru, please submit a bug report.
  • We now support having an different sound when a harvestable resource is destroyed as opposed to when it simply gives a result.
  • Introduced new sounds to the ambient music system.
  • Heartbeat and heavy breathing sounds have been added to volume control (using the Effects slider).
  • The volume of weather effect sounds is now controlled by Audio Game Options, using the Ambient slider.
  • The volume of harvest sounds are now controlled by Audio Game Options, using the Effect slider. Harvest sounds can now be heard by others nearby.
  • Added support for more sound effect types to the Audio options.
  • The volume of sounds caused by Damage Over Time effects are now controlled by Audio Game Options, using the Effect slider.
  • Added new sound effects to many weapons. This includes a variety of things from while equipped sounds, to firing sounds.
  • Player options for audio will now effect music volume and some effect sounds.
  • Altered the sounds of some crafting recipes to make them better fit what was being crafted.
  • There are now female versions of death and taking hit sounds.
  • Exposed the Unarmed sounds to blueprint for later modding purposes.
  • Melee weapon sound volumes are now controlled by Audio Game Options, using the Effect slider.
  • Added new breathing sounds which will kick in when your character runs low on stamina and increase if you become dangerously low.
  • Introduced new unarmed swinging sounds.
  • The volume of footstep sounds are now affected by the "Effects" slider of the Audio Game Settings.
  • Mob sounds are now controlled by Audio Game Options, using the Effect Slider.
  • Added new sounds during swimming
  • Introduced new grunting sounds which will occasionally play when performing melee attacks. There are male and female variations of these.
  • Added more fluctuation to wind sound levels/intensity.
  • Implemented a heartbeat sound which will activate when you are below 20% health.

Combat

  • Optimized the armor reduction code.
  • You now have a chance to evade incoming attacks when wielding a melee weapon provided you have sufficient stamina.
  • Crouching now reduces weapon spread.
  • Stamina is now consumed when using some weapon types or when making unarmed attacks.
  • Heat Resistance is now factored into Fire Damage Over Time effects.
  • Added in armor negating armor checks, mostly for hunger/thirst damage at the moment.
  • Having a high resistance to Electricity now gives you a chance to resist electricity based debuffs.
  • Reloading will now take you out of ironsight/scope view automatically.
  • Cold players are now more vulnerable to Heat DoTs.
  • Adjusted how stamina draining works some. There is now a maximum of roughly a 5 second wait before stamina starts to refill when not sprinting or doing other stamina related activities.
  • NPC damage will now scale a bit higher based on level.
  • Flashlights can now be used to damage structures, like other melee weapons.
  • Added a short delay to how quickly you can swap ranged weapons after firing them. This is to fix an exploit where players were unequipping and reequipping items to bypass the delays.

GM

  • Added /wipeme inventory as a GM command. Will clear out your inventory.
  • Added /ruleset command. This shows current ruleset rules if you are not a GM. If you are a GM you can change them with the command. Changes are only valid until a server restart, change the config values in the ini to persist them every change.
  • Added /wipeme equipment to wipe out currently equipped equipment.
  • Added hunger and thirst modifiers that can be set per server. Also added sprint stamina consumption and stamina recover modifiers. These can be changed via ini or the before mentioned /ruleset.

Graphics

  • Numerous weapons have received visual upgrades.
  • Added 33 new inventory icons and attached them to the appropriate items.
  • Introduced numerous new post-processing shaders.
  • Created a new icon for the client.
  • Brightened shadows and night time a bit.
  • Updated crates/silo with new models.
  • Tweaked door steam particles.
  • Improved the particle location and grip location of some swords.
  • Introduced new doors, buildings, and particle effects.
  • Added a new interact/hand icon.
  • Made some tweaks to the hair shader so it's not as shiny and patchy.
  • Made adjustments to the male characters back.
  • Introduced two new armor set appearances.
  • There is now an Off setting for shadows, a new Low as put in with distance field shadows disabled, it will save a few FPS from medium.
  • Replaced the gas can model used on some pickups with a generic bag.
  • You can no longer fall off the edge of the map or swim under the terrain.
  • Adjusted the underwater blur so objects close up are not as blurry.
  • Blended the edges of the different biomes.
  • The female character now has armor models that match her physique.
  • Changed the Barbed Wire Fence icon.
  • New game intro video added.
  • Improved the snow effects.
  • Your vision will now be blurry when underwater.
  • Improved the particle effects on Heated Swords so they cover the full weapon.
  • Introduced a new wet lens shader which will play whenever players exit the water.
  • Improved the static effect in the night vision shader.
  • Mubark Breastplates have a different icon and the one they were prviously using is now used on Reinforced Rocharus armor.
  • Significantly improved the night vision shader.
  • Several boots had their icons changed so there were no duplicate looks.
  • Made some lighting adjustments so that it's not as dark for those who have post effects disabled.
  • Introduced camera specific post-processing capabilities to players.
  • Improved torch lighting effects.
  • Increased the duration of Obscuring Dust particles.

Hardcore Server

  • Permadeath flag now will clear out and reset your recipes back to level/skill 1.

Housing

  • Coop game mode now has the bCanDestroyBuildings flag disabled by default, meaning on the test servers you will no longer be able to destroy other peoples structures. Containers can still be destroyed though so be sure to protect them with doors or force fields.
  • Constructible buildings and containers no longer decay away automatically over time, though props still can.
  • Melee weapons can now damage structures.
  • Tech Buildings can be placed in the world once again.
  • Introduced new Iron Bases. These are the metal base platforms, which were originally available as Wood Bases until the Wood Bases were complete.
  • Introduced 7 new buildings which can be crafted and placed into the world.
  • Walls can now absorb significantly more damage than was previously the case.
  • Reduced the inventory size of crates and silo blueprints to 1×1 to bring them in line with other blueprints.
  • Structures will now save.
  • Added new checks for placement of structures. They are not allowed to be placed directly on or in water, nor hanging over platforms or cliffs. In general, the tolerance for regarding flat land has been slightly increased, making it easier to place structures without the need for a platform.
  • Some structures such as the new buildings come with pre-built doors. These doors will open if the owning player walks near them. They will not open for other players. This is an experimental feature, we haven't decided which structures should have these, and which should instead go with the optional force fields. Let us know what you think.
  • There is a /wipeme structures command to clear all structures. It is a GM only command online.
  • Structure placement now uses the camera and what you are looking at to place the structure in front of you. There is a limit in how far you can place a structure, but should be much easier to place something now as a result.
  • Structures are now consumed when they are properly placed down. You can also now hit escape to exit out of placing down a structure. It will not be consumed in the process unless you place it down.
  • Ownership properties are now saved properly on structures and props. This sets up the stage to start placing in PvP rules for them.
  • Structures should now properly save during gameplay.
  • Containers (Large Crate, Small Crate, or Silo) will now save after placed, similar to other structures. They are still buggy though and will eat items after a server reset, so we don't recommend using them just yet. There is also a bug where they are going out of scope or something and vanishing in the current build.
  • Walls once again enforce that you are near a structure that you own in order to place them.
  • Player Created storage structures will now save their contents.
  • Disable contruction around/close Player Start Points.

Items and Fittings

  • Added a new food item: Mubark and Veggies. This is a very filling meal that requires both meat and vegetables to create.
  • A chat info message is now displayed when consuming food or drink items.
  • Introduced a new Adrenaline consumable item. Consuming it will restore a large amount of stamina.
  • Increased the damage potential of Shockguns.
  • Flashlights have been upgraded to the standards of other melee weapons. They deal radius damage which can affect multiple opponents.
  • You can now fill your waterskins while standing in water. Actual swimming is no longer required.
  • Slightly increased the potency of Painkillers.
  • Some items have been modified so they can not be tossed onto the ground and then picked up.
  • Ammo in your clip is now returned to your inv when you unequip a weapon.
  • Made numerous adjustments to Medical Scanners. You now require Nanites to power Medical Scanners, but they can hold many more in a cartridge. The firing rate has been lowered to one per second, but the healing amount has increased which results in more efficient ammunition usage and healing rates.
  • Campfires now expire 15 minutes after activation.
  • Introduced new Portable Shields. These consumable items can be placed on the ground to deploy a small shield which is tall enough to fire over when standing up but which can be crouched behind to provide cover. These last for 45 seconds.
  • Items which are dropped onto the ground will now be destroyed after a minute. This allows players to still transfer them or grab items that have fallen to the ground without overburdening the server over time.
  • You can now craft Reinforced Rocharus Armor with a Textiles skill of 6-8, depending on the piece.
  • Ammo in your clip is now saved and put back in the gun after loading.
  • Increased the potency of bandages.
  • Backpacks and pouches now only take up one slot in inventory.
  • Increased the number of uses on Stone and Steel tools to compensate for the reduced chance of destroying resources.
  • Many items which previously been destroyed upon dropping will now leave an item which other players can pick up. This will only last for one minute before expiring.
  • Heavy Sniper Rifles and Mini-Explosive Launcher now only take up 2×2 slots rather than 3×3.
  • Nanofiber Caps now look like beanies when worn. Previously they had no graphic.
  • Increased the storage capacity of Leather Pouches from 2×2 to 3×2.
  • Renamed Beam Containment devices to Beam Cartridges as there was some confusion among players as to what they did (they are ammunition for beam weapons).
  • Adjusted sight positions for numerous weapons.
  • Made some adjustments to armor appearances now that we have more looks. This did mixing up the appearances of some of the previous looks so don't be surprised if you look a little different on logging in.
  • You will now receive a warning that your weapon/tool is nearly broken when it falls under 10 uses remaining.
  • You can now consume Byna Berries and Samr Berries, in addition to being able to refine them.
  • Weapons no longer have default ammo in normal play modes.
  • You can no longer place bags from your inventory into a container in the world.
  • There is now a one second delay in between uses of consumable items to prevent players from spamming many activated effects in a row.
  • Increased the storage capacity of Lurker and Setlang-hide backpacks from 3×3 to 4×3.
  • If you use an empty waterskin it now informs you to fill it in water.
  • Introduced a new Makeshift Explosive item which can be used to destroy your own structures if you grow tired of them. Be sure to get out of the way though as they can also damage you.
  • Added more items to Supply Crate loot tables.
  • Armor now has durability and can be damaged on incoming attacks, though they generally can take quite a bit of damage before breaking. It should be noted that old items will not have or use durability without a wipe. Newly created items will have durability, however.
  • Improved the descriptions of numerous items.
  • It now takes significantly more time for a Ranged Weapon to reach poor condition.
  • There are now separate backpacks and pouches for the different leather types. This is important since you can only have one of each backpack type.
  • Ammo clips should now properly save when equipping. It still uses an ammo pool method, but will refill the weapon if you have enough ammo to put the clip size back to the way it was before.
  • You can no longer place traps near spawn points.
  • Introduced new Tangy Rhinoc Steaks. These are both healthy and filling.
  • Heated Weapons now have a short range lighting effect. These are not as effective as torches but do produce some light.
  • Gave a balance pass to all consumable items.
  • Makeshift Explosives now have a much longer effect range, effectively about the size a wood base.
  • Increased the armor rating on Mubark Armor.
  • Flashlights now support different animations for first or third person.
  • Numerous new variations of Delicious foods and Refeshing drinks have been created. These are the critical results for food and drinks and are more effective than the normal variations.
  • Introduced new Rhinoc-horn Spears. These are a higher end weapon that is crafted using a component from a rare rhinoc.
  • Slightly increased the potency of Delicious Rhinoc Steak and Delicious Tangy Rhinoc Steak.
  • Weapons are now scaled based on player size.
  • Snare Traps and Tesla Traps now only take up a single inventory slot.
  • Slightly increased the damage of Beam Pistols.
  • Slightly decreased the effectiveness of Salad and Delicious Salad.
  • Updated consumable items (food/drink primarily) so they all have charges and use a different naming convention based on how much hunger they restore.
  • Introduced Herbal Tea. This drink restores more health but less thirst than other drinks, but be forewarned that it also has psychedelic properties.
  • Increased the damage of ranged weapons by roughly 25% in most cases.
  • You can now refill waterskins by using them while swimming.
  • Increased the damage of ranged weapons by across the board and balanced out some of the weapon DPS values.
  • Introduced exceptional versions of many crafted items. These will be special case results on a critical success with improved stats.
  • Added a new Reinforced Rocharus armor set. This set requires hides from Rocharus as well as metals. It offers good protection, but little warmth and is vulnerable to electricity.
  • Razor-sharp Axes no longer stack.
  • Adding saving of storage containers in your inventory and their contents.
  • Flamethrowers had their damage boosted. Though all ranged weapons received a boost, they received a large boost than most others.
  • Introduced new Night Vision Pills. These pills offer a short duration night vision effect.
  • Introduced a new Salad food item. This can be created completely with plant harvested components but is not as filling as a meat dish.

Miscellaneous

  • Player data is now saved every 60 seconds just in case a crash happens.
  • Camera placement transitions (e.g. 3rd to first, first to scope view) are now less abrupt.
  • Introduced three new physical material types. Physical materials are things like wood, iron, etc. They affect how bullets, footprints, sounds, etc respond when contacting them.
  • Introduced a new server configuration option: "experienceMod". This floating point number modifies the amount of experience rewarded for any given action. For example, on a permadeath server the server operator may want to allow players to gain experience 3x faster than normal, and could set this value to 3.0 to do so. On a PvE server which wanted a slower than average grind you might want to set it to 0.33 to make experience move at 1/3 normal speed.
  • You are now able to climb up slightly steeper slopes.
  • Improved camera location during swimming.
  • Added a new MOTD server configuration which allows server operators to display custom messages of the day which will be displayed to players at login. If this is not filled out it will use a generic MOTD based on the game mode.
  • You will no longer received Thirst Restored messages when swimming, though it will still restore your thirst.
  • Replaced Splash image to one of our capsules images as it looks much better.
  • Players can now drown if they swim too far from land. You will take damage quickly once you get to this point with a warning message to swim to shallow water.
  • Player location and rotation are now saved and retrieved on your next login instead of resetting players back to a spawn position.
  • The entire movie will now play on startup unless you press a key to skip it.
  • Hunger and thirst restorations can now be optionally silent.
  • There is now a GM flag for some commands that require a player to be a GM to run them on a dedicated server. They will still work in single player and co-op.
  • Increased the amount of damage you take from hunger or thirst.
  • Many things which were previously in chat only are now displaying as text banners.
  • Hunger, Thirst, and Health restorations have been reworked to provide a better indication of what is happening when you eat food, drink liquid, or are healed. Previously it used a generic "Energy Restored" message, where now it indicates what areas were restored. Example: "Health and Hunger Restored".
  • You can now use /setname to rename yourself in game, the change will be saved properly.
  • Increased the speed at which players accrue hunger and thirst and the damage taken due to being hungry or thirsty.
  • Thirst damage is now magnified if your character is already hot or overheating.
  • EXP can be awarded as a sub 1 (float) value now.
  • NPCs now have an exp modifier for more difficult NPCs.
  • Optimized combat code server side.
  • Falling damage has been enabled. Watch your step!
  • Made some adjustments to the skill points curve. Due to a math issue it was previously rewarding quite a few more points per level than expected and this magnified the higher your level. It will still grow as you level but the amount has been significantly reduced.
  • The level cap has been reduced to 50 levels.
  • Added command line option to add an additional path before most of the save files for dedicated servers.
  • Introduced a new server configuration flag: bCanDestroyBuildings defaults to off on Coop servers (what is running now) but would be toggled on to allow players to destroy each others structures.
  • Improved aim pitching so that it no longer requires communication to the server which should improve performance.
  • Adjusted thirst gain a bit more than even the previous build note. Should take about 20 seconds to build all the way up.
  • The bIsPermaDeathItems server flag is now functional. When it is set you will not only lose all of your items on death, but you will drop 25% of your items on the ground when killed which can be looted by other players, or by yourself if you reach them before they expire.
  • Began implementing various server configuration settings in preparation for player created servers and game modes.
  • "Survival" Exp has been adjusted. It is now calculated by having other exp gains that will keep the gains coming every minute. Doing things to gain exp (gathering, crafting, killing, etc) will increase the chance. This is to reward doing things and so people cannot just afk out for 12 hours to get a few levels.
  • Sprinting while swimming will burn 3x more oxygen. Be careful.
  • bPermaDeathItems is a new server configuration flag which defaults to being off. If enabled though it would cause all of a players items to drop to the ground on a death.
  • It now refers to Stoves as Stoves rather than Ovens in crafting failure messages.
  • Made a few adjustments to some code that was causing crashing on the servers. Will see if it helps or not after the patch is deployed.
  • Slowed down default hunger and thirst rates slightly.
  • Player respawn code is now weighted to select spawn points which are near to where you died. If you did not die near any spawn point or there are people at the nearby spawn points it will search further.
  • The bIsPermaDeathSkills flag is now functional. If this is enabled on a server you will reset to level 1 and all skills will be reset if you die.
  • Added a new server configuration setting: bPermaDeathSkills. If this is enabled you would reset to level 1 and lose all skills on death. It defaults to being off.
  • Slightly decreased the chances of hitting poor weather.
  • Increased falling damage by roughly 35%.
  • Added new structure placement check to prevent buildings from being placed so they overhang cliffs or platforms.
  • Diving into water will now reduce your temperature.
  • Moved video/game settings initialization to when the main menu comes up instead of when it is trying to load the primary game map.
  • Introduced a new server configuration variable: mobDifficultyMod. This modifier can be set by server operators to scale NPC Health, Armor, and Damage numbers by this value. It is a floating point number which defaults to 1.0. If you want NPCs to be twice as tough you should modify this to 2.0. If you want them to be 75% as tough modify it to 0.75.
  • Campfires now generate more heat than was previously the case.
  • Increased the default Coop/PvE mobDifficulty to be 1.33, meaning NPCs are 33% tougher than was previously the case in these servers. This affects both game servers currently as they both use this rule set. PvP rules will still default to being 1.0 or baseline difficulty. This is intended to increase dificulty aritificially on these servers due to the lack of PvP threats. Feedback is welcome.
  • Improved the performance of navmesh usage.

NPCs

  • Increased NPC hit points.
  • Most rare mobs have had their base health increased.
  • Increased health scaling of NPCs above level 10.
  • Added bonus harvested resources to rare mobs.
  • Added many new types of Spawning set up situations to introduce the various new NPC species and rare mobs. The end result should be a bit more variety in NPCs.
  • Increased the health of many NPC types, particularly as their level increases.
  • We've introduced a rare new boss encounter. Drosera Achilleas are a large carnivorous plant, but unlike the plants from Repop, it is mobile.
  • Altered how loot works. You can now get a very generic result by looting with any weapon, though with rare mobs this is still a good result. It will warn you if you did not use an axe, knife or skinning stone that you can improve your results by using one of the types supported by that NPC. Using a proper tool will give you the generic loot in addition to that tools bonus loot.
  • Tweaked the level ranges of many NPC types.
  • Updated NPC and pet armor, health, and damage tables across the board. Expect more variation as mobs increase in levels.
  • NPCs now reward EXP based on their level and difficulty (an alpha Setlang will give more than a normal Setlang). EXP rewarded will be a bit less for lower levels than before, but should be a bit more for higher levels than before.
  • Increased NPC hit points to compensate for more recent player stat changes and to increase difficulty on higher level NPCs.
  • Introduced new rare NPC types.

Optimization

  • Optimized the underwater swimming detection code.
  • Optimized playerstate network performance.
  • Fixed a significant issue with harvesting that was causing a lot of issues and heavy server load.
  • NPC grounding code as changed over to use a more efficient system. It should improve performance on the server.
  • Improved some server performance by tweaking overlap checks on NPCs.
  • NPCs will now properly sleep their behavior tree reducing server load. Also fixed an issue where at times 2 trees were running on a npc.

Resources

  • Players will now take a small amount of damage when punching trees and rocks with their bare hands to harvest.
  • Gave a usability pass to increase benefits of better tools. In some cases this included adding additional resources, but in most it was an adjustment to percentage chances and number of resources.
  • Increased sturdiness of harvestable resources across the board. This should equate out to more swings per resource on average.
  • You can now gather plants while holding a torch. It will give the same results as if you were unarmed. This is primarily intended to aid night harvesters.
  • Improved Byna Berry yields for Calibrite and Steel Knives.
  • Improved Calibrite and Steel Knife results on Sweet Stalks.
  • Increased the Samr Berry yield when using a Calibrite Knife.
  • Improved the message you receive when trying to harvest a corpse without a proper tool. It will now tell you the type of tools that are capable of looting that corpse type.
  • Added new Drosera Thorns and Petals, which will be resources from the new Drosera Achillea boss encounters.
  • Harvesting results now appear as text banners.
  • Introduced new rare diamonds. These can only be harvested with Steel Picks and are required to create Portable Shields and in the future for personalized energy shields.
  • Made adjustments to some of the resource percentages on some mineral/ore deposits. The end result is that diamonds are a bit less common and iron is a bit more common when using a steel pick.
  • Gypsum and Rhyolite are now more common.
  • Introduced multiple new resource types from the new NPCs.
  • Limestone has been made more common if you are using a pick.
  • Introduced new Sweet Stalks which can be found in one of the more common plants which was lacking a unique item. This resource can be turned into a sugary type substance that will be used for advanced cooking, as well as producing Oxalic Acid.
  • Introduced Silver as a resource. This uncommon metal can only be harvested with Calibrite or stronger picks and is only found in the desert and snow biomes.
  • Added a chance of the large boulders near starting areas to give Calibrite when extracted.
  • Harvesting using the "Use" key (E by default) now includes animations, as well as the ability to repeat the harvesting as long as the key is held down.

Skills and Abilities

  • Made a small adjustment to the skill point per level curve. You now gain slightly less per level as you level up.
  • Slightly reduced the skill points rewarded at higher levels.
  • Refining skill now reduces the chance of tool charges being consumed.
  • Reduced the amount of experience you gain from simply surviving.
  • Increased the amount of experience earned from harvesting and crafting.
  • Subsistence skill now affects how quickly a player gets hungry or thirsty. Higher subsistence will allow you to go longer without becoming hungry or thirsty.
  • Electronics skill now grants a +3% bonus per level to Medical Scanner heals.
  • The skill settings have been modified to make them moddable later so users can alter the curve on custom servers. Modding is not yet supported but this is a preparatory move.
  • The Ranged skill now gives a +3% bonus to Ranged Damage and +1.5% to Explosion Damage per level.
  • The melee skill now grants a +3% bonus to Melee Damage per level.
  • Characters now receive a +10 Bonus to their Maximum Health and Stamina per point in Survival skill.

Trade Skills

  • You can now create Night Vision pills with a Survival skill of 5. This recipe does require a Mortar and Pestle.
  • Cooked Rocharus Meat can now be crafted with 3 Subsistence skill. It is a medium quality meat.
  • Tech Garages can now be constructed at 8 Construction skill.
  • You can now craft from further away from crafting stations than before.
  • Cooked Calprates Meat is now craftable at 3 Subsistence skill. It is a low-medium quality meat.
  • Salad can now be created with a Subsistence skill of 5. This food type type uses completely harvested components and does not require an oven.
  • You can now create Iron Bases at 3 Construction skill.
  • You can create new Large Buildings at Construction skill 8.
  • Players with level 7+ Refining skill may now create Nanites.
  • Mubark and Veggies can now be created with a Subsistence skill of 9. It requires an oven.
  • Portable Shields can now be created with level 6 Electronics skill.
  • Crafting can now have critical successes which result in rare and improved variations of the same item. Not all results support this but many do.
  • Small Buildings can now be crafted with a Construction skill of 4.
  • Crafting results are now displayed as a text banner, as well as in chat.
  • Cloth Pouches can now be created with 4 Textiles skill.
  • New Medium Buildings can be created with a Construction skill of 5. These buildings are a mixture of stone and iron.
  • If you craft an item and your inventory does not have space for it, the item will be dropped onto the ground near the crafting station. Be forewarned that this will not work with structures.
  • You can now create Sunroofed Buildings at Construction rank 6. These are large one story buildings with a built in sunroof.
  • Lurker and Setlang-hide pouches can now be crafted at 7 Textiles skill.
  • Two-Story Buildings can be created with a Construction skill of 7.
  • You can now create Large Ramped Buildings with a Construction skill of 9. These are two story structures which have a ramp that vehicles can drive up.
  • Recipes can now require a Stove specifically.
  • Increased the amount of meat required in genetic engineering to compensate for the higher yields.
  • Wide Garages can now be built with a Construction skill of 10. These feature double doors which are large enough for vehicles.
  • Harvesting will now drain some stamina.
  • You can now cook Tangy Rhinoc Steaks with a Subsistence skill of 8. This recipe requires a stove.
  • You can now create Makeshift Explosives if you have 3+ Survival skill.
  • The Sniper Rifle recipe is now obtained a level earlier, at Ranged skill 4.
  • Painkillers can now be crafted at 4 Survival skill.
  • Grenade Launchers and Projectile Grenades are now not available until Ranged skill 6.
  • You can now create Oxalic Acid with 3 Refining skill. This acid is used to create Adrenaline.
  • Made some adjustments to crafting times of some items. Structures, vehicles, and pets generally take longer to craft now, bandages take less time, and some minor tweaks were made to other items. The added times on structures, vehicles, and pets are in preparation for PvP.
  • Fuel Containment devices are were changed from Ranged skill 6 to 7 to help balance out progression.
  • Nanofiber armor now requires Rhyolite to craft.
  • You can now craft Rhinoc-horn Spears if you have an 8+ Survival skill and a rare Rhinoc Horn.
  • Adrenaline can now be created with 7 Subsistence skill.
  • All pants and chest armors now require 2 Rhyolite to craft.
  • Silver is now a requirement in creating Shockguns and Charged Weapons.
  • Tech Shops can now be contructed at 7 Construction skill.
  • You can now create Herbal Tea with a Subsistance skill of 6 or higher.
  • Pouches now require 2 Rhyolite to craft, and Backpacks require 3.

User Interface

  • Increased the font size of the target display.
  • Mousing over a skill on the Character Sheet will no longer only show the recipes you would receive at the next level, but a list of recipes you will receive from future recipes, as well.
  • The order of displayed key maps is now consistent each time you open the options window, even after having previously remapped a key that game session.
  • Vehicle passengers can now see their HUD.
  • Made some adjustments to the equipment window to the level/stat areas to make it easier to identify information. Also centered the name of the player on the window at the top.
  • Dragging items over a bag in your inventory should now put said items into the bag if there is room.
  • Increased the maximum size of tooltip windows.
  • Increased downward camera pitch allowed for first and third person views, to make it easier to pick up items dropped on the ground.
  • Players should now receive a warning if their inventory is full.
  • Changed the mechanics for remapping keys via the Game Option Keys window. It is now possible to map standalone modifier keys and "axis" keys, such as mouse motion and gamepad thumbsticks.
  • Bag windows should now close when the inventory window closes. Also, if you drop a bag it will close as well. (Ala poor mans trading).
  • If a recipe only requires one ingredient it will now list "(x1)" to make the formatting the same as when it required multiple components.
  • Rearranged character creation sliders.
  • Improved container appearance.
  • You can now specify a " " around a name in /pm and a few commands that use player names. This fixes an issue with player names with spaces and not being able to PM them. Ex: /pm "Joshua Halls" How are you doing today?
  • You can now select different Hair Styles during character creation.
  • Added separate hotkeys for rotating structures, default is Shift+MouseWheel up/down
  • The recipe window will now list "of X" to showcase how many items you have of that type in your inventory currently. This is intended to make it easier for players to see how large of a price they will be paying in relation to their current inventory.
  • Light skin color setup is pinkish now.
  • The four letters "hell" will no longer trigger the chat filter and exclude words like shell or hello.
  • Server list for Online Servers now lists version and ruleset.
  • Removed the "Toggle Vehicle" key bind. To enter or exit a vehicle, press the "Use" key instead (default E).
  • There is now a display for your current Armor rating on the Character Sheet.
  • Limited how far you can zoom out in the map.
  • Special characters are now only filtered in character creation, guild name creation, and when using the /setname command.
  • Modified the camera behavior to show a high up, but slightly looking down view, for when no actor is targetted. This will be used during initial character creation mode.
  • Female character creation is now supported. This includes all the same features as male models including skin coloring, hair styles and hair coloring.
  • You can now set different Hair Colors during character creation.
  • Moved "You have harvested" messages from chat to the yellow message HUD.
  • Added Options and Help to the Escape Menu.
  • Gave the buttons on the Escape Menu some graphical love.
  • The names of several key bindings have changed to add clarity.
  • After double click on a structure item in your inventory, the inventory and craft windows will close, so can see to place the new structure.
  • Moved mob harvesting messages from chat to yellow message HUD.
  • A text banner is now displayed whenever a piece of equipment breaks. It was previously showing in smaller text in the corner of your screen and was easy to miss.
  • Warmth is now reflected as Cold Resistance on the Character Sheet.
  • You will now receive a tooltip when mousing over recipes in the Crafting Window.
  • Players can now choose to be bald with both male and female characters.
  • If a recipe requires you to be near a specific station type it will now state it in yellow underneath the ingredients list.
  • Electricity and Heat resistance is now displayed on the Character Sheet and color coded green or red based on if it is a positive or negative modifier.
  • Added new "Mouse Look" feature, with a default key binding of Right Mouse Button. While in third person view, pressing the button will free the camera to look around your character. Releasing will automatically swing the camera back behind, locking the mouse to character turning once again.
  • Your action bar settings will now save properly.
  • You can now pan left or right in the character creation window.
  • If the next skill level will give a passive bonus this is now listed prior to listing recipes that you will obtain that level.
  • Added a Stamina display to the Character Sheet.
  • Changed Main Menu button text PLAY CO-OP/JOIN CO-OP to HOST LOCAL/JOIN LOCAL.
  • If you attempt to unequip or swap an item from the action bar but you do not have space it will now warn you that you do not have enough space to do so and abort the unequip. Previously this was eating items.
  • Chat private messages are now case insensitive.
  • You can now use Left Mouse Button to pan Up/Down and Right Mouse Button to Rotate the character preview during character creation.
  • You can now unequip items from the quickbar. Previously you could only swap or equip from there.
  • There is now an experience bar on the Character Sheet so players can track their progress to the next level.
  • Mousing over an entry on your Quickbar will now display a tooltip for that item.
  • Added several new categories to the "Keys" section of the "Game Options" window.
  • Pressing the escape key will now loop through and shut down the Options, Crafting and Inventory windows in the order they were opened in. If no windows are open it will pop up the in game menu.
  • Resistances to Heat and Electricity are now displayed in Armor Tooltips.
  • Mobs can now only be looted via the Use (E) key.
  • Added a simple fading loading screen to hide the strangeness that can go on in the world, when first entering.
  • Improved alignment of the skill indicators on the Character Sheet.
  • You can now see the name and health bars of player created structures. It should be noted that once an object starts to crack and crumble the health bar will disappear.
  • Mouse and keyboard focus is now more intelligent when it comes to opening and closing windows. This means hitting escape to close your recipe window while you also have the Inventory Window open should now focus on the Inventory window instead of losing mouse focus and requiring you to reopen.
  • Increased the font size on some parts of the crafting window to make it easier to read.
  • Added two additional slots to the action bar.
  • Client will display the current build version in the main menu.
  • Added modifiable key bindings for changing to the next or previous chat tab.
  • Improved hints for properly looting dead mobs.
  • If you are scrolled up a few messages in the chat window it will no longer scroll to the bottom when receiving a new entry.
  • The crafting recipe names and ingredients are now color coded red or green based on whether or not you have the required ingredients. This was previously white and grey which was more difficult to differentiate between.
  • You are now able to bind custom keys to your Action Bar Buttons. They still default to the 1-8 keys.
  • Swapped the default key bindings of the two map types so that the dynamic camera based map is now the M key by default.
  • Increased the space available for the Ingredients list in the Crafting Window so that recipes with 5 ingredients will not cut off the final ingredient.
  • You can now change Eye color and darkness during character creation.
  • If a dead mob can be looted, the crosshairs will change to a hand when over the mob.
  • The inventory sheet is now better centered.
  • Pressing the escape key while the map is open will now close it, as was the case with other windows.
  • Added a "scale to fit" behavior to the text in some UI windows, to prevent the text from being cut short. (e.g. ingredient list in craft window).
  • Added Options button to the Main Menu. You can adjust everything but keybindings.
  • SHIFT+CTRL+M will now open an experimental map which uses a camera rather than bitmap. This does have a performance hit though currently and is rendering other players. We're evaluating if it is worth keeping or not.

Vehicles and Mounts

  • Increased turret level and hit points.
  • Drivers and passengers of vehicles will no longer go bald.
  • Vehicle drivers or passengers will no longer appear invisible to other players who arrive at the vehicle, at a later time than when it was first occupied.
  • Corrected some network related issues with passengers in vehicles.
  • Passengers and drivers of vehicles will now show their helm, if equipped.
  • Turrets now only take up a single slot.
  • Turrets can no longer be placed near spawn points.
  • Turrets are now part of the same curve tables available for NPCs, allowing them to scale better with levels.

World

  • Defined more physical material types which allows footsteps and impact effects to respond properly on the different object types.
  • Adjusted the spawning of npcs in the middle half of the world (the region you spawn in, and the ones to the east and west). Should run into a tighter cluster of npcs now and in some cases more of them.
  • Added many new spawn locations to the world.
  • Improved mob distribution throughout the world. The new set up scales better with more spawners but less mobs per spawner. This helps due to the ability to put mobs to sleep if no players are near that spawner.

Bug Fixes

  • Doors should now allow you to walk through if you are the owner. This was previously only working offline or if you were the host.
  • Fixed a material issue on the energy field door frames.
  • The Cold resistance display on your Character Sheet no longer lists a double negative (–) if your armor rating is negative.
  • Corrected an issue with the player location pointer on the map.
  • Hair will now be hidden when helmets are worn.
  • Fixed a bug which was destroying tools after they broke but not removing the item properly on the server side in some cases so players could keep harvesting as though they still had the tool equipped.
  • Fixed an issue with setlang pet animation blueprints.
  • Fixed the issue where the startup video would not play.
  • Cleaned up bag node removal for players to fix an issue with bags when relogging onto a server.
  • Corrected a character storage related issue.
  • Added collision to one of the desert trees which previously had none.
  • Removed unnecessary debug text from character creation.
  • Fixed some eye coloring slider issues.
  • Fixed a case of flickering destructible stones.
  • Flashlights now display properly in both first and third person.
  • Adjusted how harvesting audio events are created in an attempt to fix a problem where they were not playing on the client.
  • Resolved an issue which could cause a client crash if you used the action bar to quickly swap slower firing weapons while toggling them on and off.
  • You can no longer jump on top of deep water.
  • Fixed an issue with harvesting where the animation would continue well after the resource was depleted.
  • Corrected an issue with pet names.
  • Fixed a bug which was causing duplicate blueprints of several tech buildings.
  • Fixed armor display replication issue.
  • The level display text on the level progress bar is now properly centered vertically.
  • Hunger damage no longer escalates danger level for combat music.
  • Fixed a bug where you could be injured while harvesting while holding a tool.
  • Increased the size of the target display line so that it should not clip long names. If anyone notices any clipped names please let us know.
  • The Silo recipe is now properly listed under Construction skill rather than Refining.
  • Moved the character creation spawn point out further in the ocean so it wont interfere with the game worlds postprocess volume (this caused artifacts). We also defined out game worlds postprocess volume size it is no longer unlimited. This fixed the artifacts on character creation screen.
  • Dead mobs no longer play pain sounds.
  • Fixed an issue with pants transparency during character creation.
  • Steel Swords are no longer named Calibrite Swords in tooltips.
  • Removed several bindable actions that were testing functions that are no longer necessary.
  • Replaced an incorrect Pickaxe model.
  • Fixed an issue with the Key Mapping dialog window, where the mapped key would attempt to change on every key press, even when one of the other radio buttons were selected.
  • Fixed Pickup "E" not properly calling on the server if you had a weapon equipped.
  • Improved the death ragdolls on the Rhinoc and Mubark.
  • Fixed a swimming related issue.
  • Wood Clubs and Nailed Clubs are now held better in your hand.
  • Creating pets or vehicles should now place them closer to the player.
  • Fixed a bug which would continue to add duplicates of all of the skills in the crafting filter drop down list every time the window opened.
  • Fixed an issue which was changing ammunition type on unloading a weapon in some cases.
  • Adjusted the brightness of the female skin texture so it matches the male. It was too dark by default.
  • Fixed zoom in/out after closing Camera Map.
  • Created a new version of the Flashlight which will be held properly in third person camera. This will not affect Flashlights that were created previously but will affect newly crafted ones.
  • Fixed a bug which was allowing players to reach level 51.
  • Nanofiber boots are no longer invisible.
  • Resolved an issue which could have caused destructible structures or props which had already been damaged to stay in the world for much longer than intended.
  • Fixed Collision with a tree type that was causing players to get stuck in it sometimes.
  • Fixed an issue with inventory storage containers sharing the same nodes.
  • Fixed an issue which was making Genetically Engineered Setlang untargetable.
  • Closed an issue that could potentially occur and disallow players from laying structures.
  • Fixed the posture on idle animation, no longer slouched over with bent neck.
  • Fixed a bug which was causing door opening audio to be heard by the entire server every time a building with doors was placed.
  • Repaired some issues with map zooming and the player pointer.
  • Rewrote the playername code, hopefully clears out a few issues.
  • Oceans are now visible on the map.
  • Rhinocs should no longer bounce around after death.
  • Silicone no longer has the same icon as Stone.
  • Corrected replication with female characters online.
  • Fixed the holes in the cloth boots for both male and female.
  • Disabled the selection wheel as it was causing issues. This does mean that you can not self destruct your own buildings until it is fixed but they can still be damaged to remove them.
  • Fixed a bug where skin material for female legs were not being properly cleared and showing male material instead.
  • Fixed a materials bug that caused the biker shorts to have the wrong material after removing armor.
  • Fixed projectile collision issue with Blocking Construction Triggers.
  • Experience is now saved.
  • Fixed a bug that allowed you to loot some rare mobs twice for their loot.
  • Fixed the visible seams on the male model.
  • The error message when you must be near a Campfire, Crafting Station, or Forge was previously indicating that you needed to be near a Stove instead of Forge. This has been fixed.
  • The pine trees in the forest biome now reacts more subtle to wind.
  • Fixed an issue that sometimes caused characters to drown while on land. Note, when this happened, they appeared to themselves as walking, but to others as swimming on land.
  • Adjusted some fields on structures that could possible result in the ownerID and destructible field getting cleared out causing issues.
  • Fixed the names on some of the newly added buildings.
  • Fixed the blurring texture issue on character creation screen. Also adjusted the lighting.
  • Fixed brightness on male full body skin texture.
  • Hunger and thirst damage are now denoted as such so as to not be confusing to players.
  • Corrected some issues with Mubarks losing sight of their targets from melee range.
  • Fixed the biker shorts on the male so they aren't protruding out in the front waist.
  • Corrected an issue with the text banner area, text padding was causing part of one line to be clipped off.
  • The actual leveling value was different than what was being shown the equipment/player sheet. This was fixed so they match.
  • Fixed a camera issue that caused your weapon to move awkwardly when going into scope mode.
  • Fixed an issue that caused other players to hear the swimming of other players who weren't nearby.
  • Silos are no longer named Large Crates when you open them. These do not currently have a silo model though.
  • Made the 2nd background black on the character creation screen, you can no longer see the trees and and stuff from the world. The framerate should be a bit better now on the Character Creation screen.
  • Fixed a bug with Temperature triggers blocking projectiles.
  • Removed what I believed to be a crash related issue with saving on the server.
  • Fixed a bug where swimming out of water backwards would leave you stuck swimming on land, until you went back in and came out forwards.
  • You can no longer walk through the Sago Palm trees in the desert biome.
  • Fixed an issue where climbing up on a structure from the water, that was also over the water, would result in you swimming on the structure, instead of walking.
  • Fixed seams on female body parts.
  • Fixed replication issues which were causing resistances to not network properly in dedicated server mode.
  • You will no longer spawn a vehicle when creating a Mubark Breastplate.
  • You will no longer be spammed with Energy Restored while swimming. This was from it restoring your thirst.
  • Level should now be properly replicated on the server.
  • You are no longer able to evade Hunger or Thirst damage.
  • Force Field ownership now persists properly through a server reset. They were previously checking a temporary player id rather than the ownership id as they had not been upgraded for the new ownership system.
  • Harvesting particles should now work online.
  • Characters should now face their last saved direction, when logging in, and always display in the correct direction to other players.
  • Changed some code that was most likely causing server crashes on player saves.
  • Fixed some skin weighting issues on armors.
  • When picking up an item from the ground (or opening a container) if you have a weapon equipped, you will no longer shoot first, ask questions, er.. pick up the item, later.
  • Fixed a bug with female hair style 5 which was not rendering neck hair.
  • Reworded damage messages if you damaged yourself.
  • Fixed the issue where cloth gloves were missing hands.
  • Fixed an issue that caused many, many "NULL object" warnings in the log files, when stepping in water.
  • NPCs were always receiving level 1 stats previously, regardless of the actual level of the NPC. This has been resolved, so be prepared for more dangerous NPC encounters.
  • Fixed the lurker hide pants color.
  • Fixed an issue where you might hear punching or death sounds multiple times, very quickly, making it a bit too loud.
  • Changed Status Message typo in servers lists to match others in widget.
  • Double clicking on another structure in your inv will now properly change the visual over to the new structure. Since consumption is now on placement, it fixed that issue as well.
  • It is once again possible to loot/harvest a dead mob by pressing the use (E) key, with or without a weapon equipped. If you are not holding an appropriate tool for the harvest, a message to that effect will be displayed.
  • Saving of thirst/hunger/stamina is now working properly.
  • Harvesting can no longer be spammed by quickly pressing the Use key.
  • Fixed an issue where experience might of not of been updating to the client on the server.
  • When swimming out of shallow water, you should not longer float or swim above the water on the way.
  • Snare Traps now have an icon instead of a blank box.
  • Replaced the dropped item model for Armor as the old one was falling through terrain.
  • Fixed a bug where the first weapon strike, after equipping a weapon, always missed.
  • Fixed a typo in the Critical Success message for crafting.
  • Removed some excess code that was causing a client side crash possible due to some stale data.
  • You will no longer get Hunger, Thirst or Experience while in character creation.
  • Rocket trails will now end when the rocket contacts something, they could previously ricochet and bounce off the ground even after the explosion.
  • Cleaned up swimming code to work better on the server. This should fix the thirst/air issue on the server along with walking on water.
  • Made the vehicle heavier so it wont flip under normal circumstances.
  • Adjusted the death routine in hopes of fixing disappearing characters after a death.
  • Set the male and female skin textures and bathing suit textures to never stream.
  • After death you will now have your stamina/hunger/thirst restored.
  • Corrected a normal map issue on the female tops.
  • Removed an error msg wich was not actually an error.
  • Fixed a bug which was causing crafted Snare Traps to not give a result.
  • Enabled motion blur effect.
  • The Lurker-hide Armor description now reflects that it helps to cool you, rather than warm you.
  • Fixed a bug with vehicles that allowed you to become a passenger at times you should not have.
  • The crafting duration bar now properly reflects the amount of time it takes to craft a recipe. The text was previously always reading 1 second. It also now properly uses a plural if it takes longer than one second.
  • Fixed an Armor replication issue.
  • Fixed a bug that caused the character's arms and weapon to shake when moving the camera up/down.
  • Fixed a bug that was allowing players to train to 11 skill even though the cap was 10.
  • Removed some debug text that should no longer be needed.
  • Fixed a bug which caused container windows to not close when inventory was closed.
  • Escape menu should now properly lock the camera when open so you don't whirl around when trying to select something with the mouse.
  • You can once again craft Mortars and Pestles, Nailed Clubs, and Stone Flails.
  • Fixed a bug where skill and level info wasn't always being updated on the client windows after a player logged in. In that scenario they wouldn't update until you gained a new level. This should now be fixed.
  • Fixed an issue that could leave you stuck jumping in water if you jumped in from a shallow spot.
  • Fixed an issue with stack counts on things like cloth pouches (ala the 500 pouches of doom).
  • Fixed an issue with the collision box of the purple flowers in the snowy regions. Time to stock up on Herbal Flowers.
  • Fixed a bug in the Resistance Modifier code.
  • Fixed an issue which was causing blank item names and descriptions on newly crafted Waterskins.
  • Tweaked the delay when equipping various weapons.
  • Changed the player's HUD to be invisible at startup, so the uninitialized HUD layout does not show during loading.
  • Fixed stamina draining on weapon usage being client side instead of server side.
  • The plants which contain Geel Stalk can now be harvested. They had a bad collision capsule previously.
  • Projectile Weapons (grenades, rockets) will now properly return their ammo to your inventory on unequip.
  • Removed some duplicate particle emitters on metal types.
  • Reduced the size of the construction blocking areas near spawn points.
  • Corrected an issue with the game music volume, where dynamic volumes were overriding audio game option choices.
  • Fixed a bug that was sometimes making a weapon or explosion sound when crafting items.
  • Recompiled some NPC spawn lists which corrected an issue where some spawner types were not spawning.
  • Traps can no longer be equipped as a primary weapon. They are used by double clicking, as was originally intended. Some traps were bugged however and had Primary Slot attached which caused some issues when trying to use them from the action bar.
  • You will no longer hear the heavy breathing sound from being out of Stamina when you are underwater.
  • Empty clips will no longer return 1 ammo when you unequip them.
  • Fixed a bug which was causing some weapons to reload every time they were equipped.
  • Fiber is now consumed when creating Bandages, as was originally intended.
  • Fixed a typo in the Subsistence tooltip.
  • Corrected multiple issues with harvesting decal and particle spawners.
  • You should no longer see an activation hand icon on structures or props that you can not interact with.
  • The Construction tooltip is no longer titled Woodworking.
  • Cleaned up numerous warnings and such in the logs.
  • Added collision to the ocean floor.
  • Skinning Stone's are now properly named in tooltips.
  • Fixed a couple of issues with Turret AI. Though more remain.
  • Fixed an issue with the ticks in one of the tree types using a duplicated tick event.
  • Fixed a bug which was creating 5 Crafting Stations or 5 Industrial Stations instead of 1 when crafting.
  • Skin Color and Height should now apply properly on a relogin.
  • Fixed an issue which was causing a chain of beeps at login.
  • Removed debug text which displayed after using bandages.
  • Fixed the issue with storage structures showing up at weird angles after loading from their save.
  • Harvesting damage will no longer escalate music danger level.
  • Repaired an issue which preventing supply crates from spawning in some regions.
  • Removed the sorting buttons from inventory for now. They were causing a crash bug.
  • Fixed Leather Pouch description to be named as Setlang Pouch.
  • Corrected some issues with spawners not being able to find suitable locations.
  • Fixed a replication issue with crates/silos in game that would cause them to not render sometimes.
  • The Spear description no longer has cut off text.
  • Steel Axes are no longer titled Calibrite Axes in tooltips.
  • Fixed numerous potential issues with local player data.
  • Resolved an issue which caused players to spawn underground if they died crouching.
  • Added physical materials to Wood and Metal Bases so that footsteps and weapons respond properly to them.
  • Shortened the Torch description so it fits properly in the tooltip.
  • Fixed a network related crash.
  • Fixed a bug that was preventing the female head mesh from rendering if no helmet was equipped.
  • The Cloth Cap now has a visualization.
  • Corrected an issue which was preventing snow from falling in some cases.
  • Fixed weighting on female armor set 3.
  • You can no longer evade attacks from yourself.
  • Removed some leftover debug text when you activated Night Vision.
  • Attacking with a flashlight will no longer crash the client.
  • Corrected typos/old names in the level gain messages for Subsistence and Construction.
  • Turrets are no longer titled "NPC" in game.
  • Fixed a bug which was causing Two-Story Buildings and Wide Garage's to play a sound level wide when placed.
  • Applied changes to the chat system, in hopes of fixing the "Group does not exist!" error message that has been appearing, indicating broken chat.
  • Reworked the server/client communication for the swimming states. This should improve not only basic swimming behavior, but also related activities such as filling a water skins, or losing air while underwater.
  • Moved a spawn point which was too close to the water and causing water swimming sounds.
  • Repaired an issue which was causing the map pointer coordinates to become desynched.
  • Added new crouch to idle/ idle to crouch transitions.
  • When the rocket trail stops after impact it should now simply stop creating new particles rather than removing the pre-existing ones.
  • Turrets no longer take hunger damage.
  • Fixed a bug with genetically engineered pet spawning. Pets still have some issues however that need to be worked out but one bug down.
  • Fixed an issue which was causing debug logs to receive error messages when placing Force Fields.
  • Swimming sounds will once again stop after leaving the water.
  • Fixed an error with the chat system that was preventing new players from joining.
  • The wet lens camera effect will now only happen when exiting from swimming, and not when first touching the water upon entering.
  • Made some experimental changes which are intended to address some replication issues on harvestables. These may or may not work.
  • Fixed a bug which was producing Citric Acid instead of Glass from the Glass recipe. Citric Acid was intended to be the third ingredient and not the result.
  • Repaired some hair slider coloring bugs.
  • Fixed an issue which was causing rain to flicker.
  • Corrected an issue which was causing melee weapons to play a pain sound when they contacted other players or NPCs, when this was already handled on the player or NPC themselves, and allowing the NPC to make noises while dead.
  • Chat window will now scroll to the end instead of the start of the chat. This fixes it "cutting" off entries more than 1 row in length.

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