Decorative crops, Beacon Boundaries, and Knowledge Filters are here!
Greetings Citizens!
We have another great update to Boundless for you today as we release the second wave of Farming content! In this release we’ve introduced Decorative Crops, Beacon Boundaries, and some super helpful filters in the Knowledge and elsewhere.
The new Crops are;
Imperial Harlequin
Ancestor’s Blade
Ornamental Oortweed
Trailing Starblossom
Sentinel’s Crest
These can be planted throughout your Beacons (as long as the correct growing conditions are met), just like any other Crop. Prestige Crops will eventually wither and die, removing the extra Prestige they give - so you’ll need to keep a good eye on your Crops and replace them regularly to benefit from their Prestige boosts. To craft most of these, you’ll need to use drops from the regular farmed crops. Sentinel’s Crest, however, will be harvested from Meteorites on Elemental Worlds.
We’ve also expanded the protection afforded to Beacons in Boundless. Upon reaching 10k Prestige, a horizontal boundary will now be automatically reserved around the outside of your Beacon. Other Players will be unable to claim these without specific Permissions, granted by the new title of ‘Surveyor’.
This will allow Players to plan their larger Builds as they expand, and will mitigate disputes over bordering Settlements. When multiple Beacons meet and Reserved Plots overlap, the Plots with the oldest claim have authority. For those who wish to disable this, the option will be accessible within the Beacon Control menu. For example, a typical use case here would be if you were looking to building a road network.
It’s a seemingly small change, but the new filter and search system within the game’s menus should make things a whole lot easier - from Crafting to going shopping for Ingredients, the ability to search for specific Items within the game’s various menus should come in very handy.
Of course, we’ve got all the usual fixes and quality of life updates in here too, and the full patch notes have all the details - I’ll link to those as soon as they’re final. Enjoy the new-look farming everyone, and please share your screenshots with us as always!
The Harvest Era Comes to Boundless - Farming is Here!
Greetings, Citizens
The day we’ve all been waiting for is here - the Harvest Era is upon us! This is by some distance our most significant single update to Boundless since release, and we couldn’t be more excited to share it with you all. Some of you will have been experimenting with the features in our public testing build, but for those who aren’t familiar with what the Harvest Era brings, let’s recap...
Farming
Farming is, on a very reduced level, about sowing and harvesting different types of Crop. Of course, there’s more to the system than fields of wheat, and the Boundless version of farming has some very cool and unique angles that we think you’ll enjoy. Some of the things you’ll be able to cultivate include;
Organic crops, including the classic Earthyams and Starberries, but also a set of new items. Some of these will grow from the ground, but others will grow from hanging vines, so think vertically when planning your farm!
Inorganic fuel crops. Combustion Fraction and Kindling Mass can be cultivated in underground setups, grown away from the sunlight of the surface. These subterranean farms will need to be planned very differently from overground farms.
Goo - when searching Gem or Lucent Exoworlds, players will be able to gather Kernels from Goo. These are then planted in, and will grow down from, a cave roof. Goo Pigments are harvested from these, If they have been planted in Gleam they'll even take on its colour. These are then used in Colour Sprays - a whole other system which we’ll discuss in a moment...
Of course, all this will need a new suite of tools, and the Harvest Era provides several new pieces of kit to try out. The Hand Tiller will become a constant companion above ground, preparing the soil for crops, and the two new Fertilisers will help increase the yield of said Crops.
There’s a lot more to farming than meets the eye - it’s easy to get started, as it’s simply a case of planting a seed and coming back later, but for those looking to optimise, there’s a lot more depth to be found. Locations will have to be carefully scouted out, and prepared for optimal performance. There are many modifiers in place which will affect the success and productivity of a farm, such as soil type, nearby vegetation, and proximity to water. The right combination of each of these will allow crops to grow faster and more abundantly, so green-fingered Citizens will have plenty of room for experimentation. There are also new Skills to build in farming, allowing characters to become specialists in this area of the game.
Irrigation is an important part of farming, whether that be water for above ground Crops, or Lava for some of the more exotic offerings. Now, what kind of a farming system will we have made without allowing you to plan for this? On that note, we’re very excited to unveil our next feature for this release...
Placeable Liquids
For the first time in Boundless, players will be able to manipulate and place water and lava in their builds. This obviously ties closely into the farming system, but it doesn’t end there. We’re looking forward to seeing spectacular water features in city centres, aqueducts set up to funnel water between sources, and even fiendish lava traps around your builds. There are a lot of possibilities here, making this is a pretty major addition to the Boundless universe.
This involved us essentially redesigning how fluids behave in the game, so you’ll come across far more flowing rivers, underwater caves, and so on in the worlds now. Water and Lava are collected with a new Forge Boon, ‘Liquid Breaker’, and are then available to be redeployed by the player. Water can also now be turned to Ice, and Lava to Igneous Rock, with the ‘Solidifier’ Boon - that has big implications for exploration on dangerous worlds.
We’ve also introduced some brand new liquids to the game, with Primordial Resin and Petrolim available to be harvested and used in Crafting. These are used for Fertilisers, and can also be solidified into Amber and Bitumen respectively.
Of course, that system left unchecked could easily be open to griefing, so placing liquids is restricted to Beacons only, and only for those which have been in place for longer than one hour.
Painting
Let’s go into more detail about that Goo we mentioned earlier, and the Colour Sprays that can be obtained via them. Once you’ve grown your Goo, you’ll be able to harvest Goo Pigments from them. If growing in Stone or Sponge, these will have their original tint, but planting them in Gleam will see them take on the colour of that Gleam.
Once you have one or more Goo Pigments, head to the brand new machine, the Pigment Processor, to mix them into Colour Sprays. These will have their own colour, but can be mixed together to create a new tint - there’s plenty of room for experimentation there.
These are then applied to blocks of natural materials, such as Wood, Rock, or Brick. This is a great way to add a dash of flair to your builds, and with such a wide range of colours to choose from, it’s a big addition to the Building and Farming side of Boundless. Colour Sprays can also be added to yet another new machine, the Spray Tinter, to colour large batches of blocks at once. Of course, all these are both Craftable and able to be traded, so although creating them is a skilled art, even beginner citizens will be able to repaint their Builds.
Lighting Rework
This one’s a little more technical, and those who want the full specs of what we’ve done will be able to find them in the release notes (on our official forum as always here and here) but essentially, we’ve reworked how material rendering works in the game. The upshot of this is that colours and textures will look a lot closer to their intended appearance, so some surfaces such as Glacier, Water, Metal, and Decorative Blocks will look extra cool now. It’s a great time to head out and explore the universe and see what spectacular sights await!
Naturally, we’ve also put out the usual wide range of bug fixes, quality of life changes, and general small tweaks - which can be found in the full release notes.
Thanks everyone, and enjoy the Harvest Era! Let us know how you get on, and be sure to share your best screenshots as you go!
Release 223 - Venerable Forging and Buff Bombs are here!
Greetings Citizens
With the latest update to Boundless, we’ve got a collection of cool new content for you all to enjoy. The two main headlines are the new Buff Bombs, and some awesome new Forging effects.
Buff Bombs are a powerful addition to any fighting force. Three different enhancements are available, with Speed, Strength and Armour buffs all provided via these area-of-effect explosives.
The new Forging material, Venerable Gum, provides several new effects which Citizens can employ today. Firstly, Fists can now be bestowed with a ‘Power Grabber’ ranged auto-gathering effect, creating a super-efficient hunting Tool, or to grab precious Resources from afar.
Doors can now be set to automatically close or open once a Citizen has moved away using a Spanner with the Auto-Door trait, and last but not least, the Unchisel Boon will be a useful tool for Builders. This will reset any Block to its default state when struck. To create these, you’ll need to use the new Forging material, Venerable Gum. To obtain this, you’ll simply need a supply of Earthyams and the Gum Base.
Of course, this isn’t all we have in this update - head to the discussion board for the full patch notes, which feature a typically wide range of bug fixes and quality of life updates.
Thanks all, we’ll see you in there!
Update 221 - The Chrysominter
Greetings Citizens,
This update brings a number of quality of life updates, as well as some very cool new features to Boundless. From today, you’ll be able to enjoy 4 new Guild Buffs, and a brand new Machine, the Chrysominter.
The Chrysominter takes any object in-game and converts it into Coin. This will be a variable base rate and will be calculated differently for each Item. These rates will change over time based on our analytics. So for example, Rock or Soil will pay out less than Diamonds or Rubies. It’s important to note that this isn’t designed to replace selling in stores - the Chrysominter won’t pay out more than the player-run economy.
It’s best to think of the Chrysominter as a way to make a quick buck, rather than big bucks. A good use case would be a Player who is left with several stacks of Rock after a mining expedition and wants some quick Coin to open their next Warp. Think of it as a way to ensure there’s always a way to generate income if you’re willing to gather the Resources.
One side-effect of the Chrysominter is that this will be the first time Coin values will be shown as decimal values in the game’s UI. As another example (not using real values), let’s say Rock is worth 0.1 Coin per unit. 10 Rocks would need to be input to make 1 whole Coin. Decimal values will be for these purposes only, with the minimum usable value still being 1 Coin - so you won’t be able to buy or sell goods for less than 1 Coin via a Plinth.
The Chrysominter will pay out in multiples of 100, so although conversion is instant with no waiting time, nothing can be withdrawn until the Machine’s balance hits 100 Coin. The Machine does also have Power Coils available, providing a boost of 5% yield for each Coil (up to a maximum of 8 coils).
As mentioned above, this release also features 4 brand new Guild Buffs. These are;
The Weapon Augment Buff which will give your Guild Member’s Weapon Augments a boost to Durability, letting them Hunt for longer.
For the Miners out there, the Hammer Versatility Buff allows Hammers to damage Blocks which usually require a Shovel - useful for those high-volume digging operations.
The Bonus Consumables Buff gives Crafters the chance to receive an extra Brew or Food for free for each one they create.
The Spark and Wear Buff will allow Machines to use less Power and last longer without repair. Build the relevant Helix today to start using your Buffs!
Of course, this update also brings a wealth of fixes and quality of life changes to Boundless, and you can read more about those in the full patch notes over on the Forum. Work is well underway on the next updates to the game, and we’ve got some very cool features lined up - watch this space...
See you all in there!
Latest Update: Exoworlds are here!
Hello all
With the latest update to Boundless, occasional mysterious Exoworlds will be seen in the skies, orbiting the Known Worlds. These are temporary small Worlds which will be in the Universe for a certain period of time.
Exoworlds will cycle around the Regions, allowing all Citizens to visit one of these unique and challenging environments. They will take on a mix of levels, but will generally be higher-tier Worlds which will need a high level of Skill to survive. The Exoworlds will take on a variety of profiles - Coal, Metal, and even our first ‘Lucent ’ Worlds …
Please note, these Exoworlds are only accessible via Warping, and no Plotting will be possible on them. These Worlds are also unable to Regenerate Resources - once they’re gone, they’re gone!
Exoworlds will typically be level 3-6, with Lucent Worlds being level 7, and eventually level 8. These are the next Tier in progression for Boundless, and will require the greatest Atmosphere Protection Skills available, and significant Buffs to survive.
Let’s talk about those Lucent Worlds we mentioned earlier! Initially, they’ll be introduced as occasional Exoplanets and will be made up of three brand new profiles -Rift, Umbris (fka Darkmatter) and Blink. These will be difficult Worlds, so invest in Protection. Naturally, the Rewards on offer will scale with the difficulty, so these risky expeditions will carry great potential.
Of course, this isn’t all we have in this update - head to the discussion board for the full patch notes.
Thanks all, we’ll see you on a new World soon!
Gleambow Racing, starting at midday GMT!
Greetings Citizens
With our next big event kicking off on the 13th March at 1200GMT, it’s time to reveal the details of Gleambow Racing!
As you may have guessed, the event centres around Meteorites. On Level 3 and above worlds, some regular Meteorites will be replaced by special Gleambow Meteorites. These will be easily identifiable via their spectacular multicoloured trails, and will be around for a shorter period than a regular strike. Gleambow Meteorites will need two or more citizens to be present in one area in order to be triggered, and scale up physically according to how many citizens are present, so we’re looking forward to seeing some big group hunts!
Each Gleambow Meteorite will consist of 1 Core Material, and a scatter of Gleam. These will be random resources, in randomised colours, some of which may have never been seen in any of the Known Worlds before! (Note: These are base materials that are found in the wild, not crafted ones)
Upon reaching the Gleambow Meteorite, 50% of these blocks must be destroyed within a time limit. If this is not achieved, all blocks will default to the world’s existing colours. The reward will be Rough Oortstone and Gold Ore - as well as the abundance of materials harvested from the Gleambow Meteorite itself.
As usual, players will share the final reward (Oortstone/Gold) equally, but the blocks will be collected by whoever breaks them - so you’ll want to reach the site as quickly as possible when you see that tell-tale colourful trail.
The tool you’ll need for this is the special Gleambow Totem. This is essentially an upgraded version of the regular Totem in a cool new colour scheme. To craft this, you’ll need to combine a regular Totem with Elemental Fusion at a Workbench.
Of course, it wouldn’t be a Boundless event without some cool new wearables to pick up in the exchange, and we think you’re going to like this one - the Gleamicorn Horn will be available for the two weeks of the event only!
See you all in there!
Release 217: Guild Buffs, Advanced Locks, and Global Chat!
Greetings Citizens, and welcome to the latest update to Boundless!
Thank you for your patience while we rolled out the update, and now that we’re live let’s run through what’s new.
The headline items are some awesome new Guild Buffs, some neat Advanced Locks, 3 brand new Global Messaging channels, and, for our PC players, the prototype of our Sanctum Editor (Fear not, PS4 players, it’ll be hitting the console version in the future, but due to technical reasons we’re only able to prototype the feature on PC for this release).
This update is accessible via the “Live” release of Boundless on Steam.
Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.
Please report all issues discovered with the update with a new post in the support thread.
On to the full patch notes;
Overview:
Added 4 new Guild Buffs.
Added Advanced Locks.
Added 3 new Global Messaging channels.
Prototype Sanctum Editor (prototype for PC, coming to PS4 in the future).
Important:
This update refactors the world IDs. This required us to increase the local world cache version number.
You may experience slower world loading as all world chunks will need to be downloaded.
If you switch between Testing and Live the cache will be reset automatically.
Release Notes:
Crafting + Resources + Equipment:
Added 4 brand new Guild Buff Helix Machines to craft and use:
Home Healing Helix - provides your guild members with healing whenever they are in a Guild-aligned Beacon. Available at Minor, Greater and Super levels.
Building Safety Helix - grants your Guild members reduced fall damage and increased interaction range when within a Guild-aligned Beacon. Available at Improved, Super and Mega levels. The Mega level will reduce all fall damage!
Brew Extension Helix - grants your Guild members the ability to extend the length of applied brews by killing creatures. Available at Improved, Super and Mega levels. The Mega level will reduce all fall damage!
Gatherer Healing Helix - heals Guild members whenever they harvest a surface resource (Plants and Boulders). Available at Minor, Improved and Greater levels.
Blocked removal of plots containing active Guild Helix machines, in order to stop players accidentally cancelling their Guild Buffs.
Readjusted the Crafting times of some start game items to better improve the flow for new users as part of our recent ongoing improvements to the start of the game and to bring them in line with similar objects. For example, Earthyams should now be a lot faster to cook, closer to the time of cooking a starberry.
Copper Bars: Was 40 seconds, now 30 seconds
Glass: Was 60 seconds, now 30 seconds
Glue: Was 40 seconds, now 20 seconds
Beacon Control: Was 40 seconds, now 30 seconds
Stone Furnace Base: Was 20 seconds, now 15 seconds
Stone Furnace Crucible: Was 20 seconds, now 15 seconds
Atlas: Was 60 seconds, now 30 seconds
Stone Tools and Weapons: Were 30 seconds, now 10 seconds
Storage Block: Was 60 seconds, now 40 seconds
Storage Shelf: Was 60 seconds, now 40 seconds
Cooked Earthyam: Was 60 seconds, now 25 seconds
Cooked Waxy Earthyam: Was 60 seconds, now 25 seconds
Cooked Exotic Earthyam: Was 60 seconds, now 25 seconds
Cooked Meat: Was 120 seconds, now 60 seconds
Cooked Prime Meat: Was 120 seconds, now 60 seconds
Cooked Lean Meat: Was 120 seconds, now 60 seconds
NOTE: These are some quick improvements to the early game crafting times. We’re still reviewing the feedback about crafting times in general.
Added Advanced Locks:
By default an advanced lock stops everybody except for the beacon owner (and guild directors or executives if the beacon is guild controlled) from accessing nearby items.
Can be configured to allow access for characters by interacting with the lock.
In a guild aligned beacon guild factions can be allowed access.
In a guild controlled beacon only characters from the guild can be given access.
If a character is removed from the guild while the beacon is guild controlled the character will be removed from any locks permissions.
Looking at an advanced lock will show a red outline around all items locked.
Multiple items can be locked by one lock.
If 2 locks are placed next to an item it is locked by both locks. Characters need to have permission on both of them to access the item.
Machines can be locked. Characters given access to the machine will be able to fully use the machine (including taking any items stored inside it!)
Storage connected to a lock will lock up to 3x3 storage blocks (but you can place storage on both sides of a lock). Characters given access to the storage will have full access to the items inside.
Powercores connected to a lock will lock the entire group of powercores.
Buying and selling plinths can be locked. Characters with lock access will be able to access the plinth like the beacon owner (managing coin and stock).
Signs can be locked. Characters given access to the sign will be able to edit its text.
Portals can be locked. Characters given access to the portal will have full access so can fuel it (they can also take all of the fuel out so be careful!)
Beacons, letter boxes and guild controls cannot be locked.
Locks permissions can only be viewed by players with permissions on the lock and beacon workers and engineers.
Locked items, Locks and the block they are attached to cannot be removed by anyone other than the beacon owner (and guild executives or directors if the beacon is guild controlled).
Renamed existing locks to door locks. They only work for doors and stop anybody without permissions on the beacon from interacting with the door. If left open other players can still get inside.
GUI + HUD:
Item Categories:
Added Stack Category for new Beams and Poles which will now show as Beam Smart Stack or Pole Smart Stack when rolled over, previously just showing as Smart Stack.
Added text for Helix Machine smart stack.
Split the Raw Food Smart Category into “Raw Edible Food” and “Raw Inedible Food”. This should make it easier for new players to quickly spot food they can eat without the need to cook it.
Furnaces now have a Recipe tab, allowing you to see what ingredients are required for crafting.
Reworked inventory panel layout in UI screens to make more room above the fold.
Furnace shows correct colour of output item whilst working.
Added UI highlights during the tutorial for changing filters.
Added a flash to the legend during the tutorial for changing tabs and filters on PS4.
Tutorial now highlights missing ingredients.
Global Messaging channels:
Added a new set of global and public messaging channels to help everyone connect.
Shops and Trading - A public channel for all players to promote their shops and ask for trades. You’d still need to visit shops and meet in person to trade.
Looking for Group - A channel to promote builds, hunts, community events and other collective stuff.
Questions and Help - A channel for players requesting and responding to help.
The channels contain rate limits and a big group of players will be given the rank of messaging moderators to help us keep these global channel on target.
All players who have the rank of Regular on the forum will be made moderators.
Gleam Club members no longer count towards Guild membership limits, up to a maximum of 500 members per guild.
The current world’s Capital is now available as a Warp Conduit destination in the Locations tab. Selecting this location will take you to the outskirts of the Capital.
Changed text in “Undisputed Capital Of The World” objective to reflect being able to now use Warps to travel directly to the Capital.
Coin in Shop Stands and Request Baskets is now always visible to owners.
Guild Tags are now enforced to be unique, just like Guild Names. Note that existing duplicate tags have not been changed. You will need to contact us if you think another Guild has misappropriated your tag to resolve the issue.
Improved frame delay opening Exchange.
Updated Setting Your Warp Destination tip for more player clarity. Removed reference to Crafting and Trading Warp Conduits to draw focus to approaching one of the Warp Conduits in the sanctum and interacting with it to start the players first Warp.
Added a new tab in the game menu screen to view past news events.
The player will be alerted with a confirm popup when a forging potentially could destroy the forging tool.
Added Durability Drain Mod stat in the character attributes information.
Skill tooltip now provide stat information concerning the current rank and the next rank of the skill.
The recipes on skill tooltips have been grouped together where appropriate.
Changing the representation of completed objectives slightly to handle longer objective names.
Updated wording on Start World screen for ‘Start on a Hostile World Button’ to explain that Creatures can attack first and will be hard to defeat.
Improved “Guild Full” join button message for Factions to explain when Master Guild capacity is blocking joining.
Added News Flashes for the main features of this release.
Engine:
Added runtime checks of more game asset types to try and detect any corruptions to report to users to re-install the game or verify assets.
Updated PS4 client to be built against latest Sony SDKs.
Updated server compiler toolchains.
Add instancing groups for simple prop meshes (e.g. storage). Repeated meshes near to each other are processed as one object during rendering. This improves frame rates around built up areas, especially on PlayStation 4, and reduces ram usage.
Refactored how worlds are referenced by the universe making them easier to add and remove. This is foundation work required to enable: temporary or time limited worlds, player worlds, and event worlds.
Created a script to validate that all guild members are correctly subscribed to their guild message channels.
Sanctum Editor: (prototype for PC, coming to PS4 in the future)
Added a new debug panel from the F1 menu, currently only available on Windows, for editing the Sanctum locally.
You will be able to fly in the editing-sanctum, use the F9 give menu and break/place/chisel whatever you want.
The editing-sanctum will display a character model for where the player would normally spawn during the tutorial and normal runs of the game, as well as the tutorial totem and warp-augment (not collectable) to avoid breaking the tutorial flow.
The F9 give menu now has a button for “give in-world selected” which will give you a full stack of whatever block you are looking at with your character in-game.
The Sanctum Editor is the tool we used to create the default Sanctum and decorate it for the Lovestruck event.
This editor is a first step towards an in-game prefab builder.
Bug fixes:
Fixed some edge cases where beacon fuel duration would look like it isn’t protected by Gleam Club - when it was.
Fixed an issue where guild leaders could not rename a district from other player’s controlled beacons.
Updated the symbol on the mailbox so as not to be confused with the products of a certain multinational tech company.
Fixed some presentation issues with the messaging GUI where they could be rendered with incorrect sorting.
Fix not being able to send the letters ä, ü, ö, ß on world chat.
Fixed incorrect tax modifier value when setting prices on Shop Stands in beacons owned by someone else.
Fix text input cursor flashing while it moves
Fixed users with permissions (but not guild-based permissions) not being able to interact with a beacon control.
Fix XP bar in exchange screen not ticking up nicely anymore.
Fixed a bug where the Boundless account type was not being displayed in the support screen.
News events in the game menu screen will not display a “view in browser” button on PS4.
Fix server crash when accepting a trade request at the same time as the other player cancels the request.
Fixed a funky sign text rendering issue if you had a text with text and colour codes, and then removed all the text leaving just colour codes behind.
Fix for the “Able to craft” filter not updating when adding input items to the inventory.
Fix missing friends in Sanctum with large friend lists.
Fixed a word order typo in the Sanctum Warp Augment tutorial, now reads press (button) to view rather than press to (button) view.
Fix for automatically picking up items you drop at another players feet.
Fix for occasional client crash when interacting with a crafting machine.
Fixed error dialogs for fatal application errors not showing the details of the error but only its title.
Fixed wearables not being tinted correctly in the inventory screen.
Fixed some cases of characters popping out visually where they are stood, when stood very close to a short-range same-world portal pair that is being rendered (depending on order, previously ended up popping the character out so that it could be rendered as partially sticking out of the other side of the portal pair as we don’t support rendering the same entity in multiple positions in a single render pass).
Fix a very rare client crash when throwing a bomb.
Fixed a crash when looking at a beacon screen when it expires.
Fix unintentionally unequipping a held item on PC (reported by a13o).
Fixed bug producing infinite fate when the players apply fate reversal forge status effect on the forging process.
Fixed guild membership limit workaround using factions.
Updated Max Energy attribute for Earthyam Pie to use correct numbers, now shows as a greater max energy increase then Earthyam Loaf and matches game log.
Fixed an issue where putting a totem into a request basket would show lots of blank entries.
Hiding the various portal block states in in the request basket when a warp or portal block is requested.
Fixed an issue where Guild messaging channels would be removed if they didn’t contain any messages.
Fixed a rare client crash after creating a new character and then switching back to an older character.
Fixed client crash when leaving the sanctum with a bad connection.
Fixed typo in both Centraforge and Advanced Centraforge Power Coil text. Forging and Item to Forging an Item.
Fix for Report button not working when reporting a player who started chat from a Mailbox
Fixed occasional crash when switching characters.
Fixed issue with range of Advanced Locks on large walls of storage. A single lock should protect 5x5 storage elements.
Roadmap: Special Exoworlds and Farming!
Hey folks,
We hope you're all enjoying the free weekend of Boundless! We thought this would be a good time to let you all know what we're currently working on for the next few updates to the game.
How we develop Boundless
We’re following a development process where we alternate between updating Testing (our Steam branch for beta testing new features) and Live (the full game) every other week. Then Tick-Tock between minor and major feature updates to Live. The aim is to deliver a constant stream of quality, optimisations and features. Every week there should be something new to explore on Testing or play with on Live.
(Unless someone suggests we do a free weekend, then we only have a few weeks of panic where we attempt to polish the new user experience, and all the releases get thrown up in the air!)
We often have many different sized features progressing in parallel. In these roadmap updates we want to make sure you’re aware of the most significant features. So we’re planning to keep it updated as items are released. We recently launched the new Poles, Beams and Letterboxes so it’s time to refresh the coming items on the roadmap.
What’s in development?
Feature development can often take more time that you might expect so we have a few things going on in parallel. These items are in development NOW, so you should expect them to appear in the coming updates.
Special Worlds: Exoworlds will shortly start visiting the Boundless universe. These are worlds that enter the universe temporarily, orbiting around another world, before vanishing never to be seen again. Expect a constant stream of new worlds to explore, filled with resources to harvest, unique colours to snag, and a playground for future features. There’ll be no regen or beacons on these worlds so once they’re exhausted you’ll be ready for another. Exoworlds will also include the first Level 7+ Rift, Darkmatter and Blink worlds. A new challenge awaits, but only until you or they expire…
Gleambow Racing: An event unique to the Boundless universe. Race fellow citizens for the multi coloured prizes waiting at the end of the gleambow. But don’t be too slow or you’ll be left feeling a little grey. Gleambow totems at the ready!
Guild Buffs: Are all the guilds’ perks feeling a little alike? Well not once the next batch of guild buffs land:
Home Healing Helix provides your guild members with healing whenever they are in a Guild-aligned Beacon.
Building Safety Helix grants your Guild members reduced fall damage and increased interaction range when within a Guild-aligned Beacon.
Brew Extension Helix grants your Guild members the ability to extend the length of applied brews by killing creatures.
Gatherer Healing Helix heals Guild members whenever they harvest a surface resource (Plants and Boulders).
Global Chat: A new set of global and public messaging channels 2. To help everyone connect. They contain rate limits and a big group of players will be given the rank of messaging moderators to help us keep these global channel on target.
Shops and Trading - A public channel for all players to promote their shops and ask for trades. You’d still need to visit shops and meet in person to trade.
Looking for Group - A channel to promote builds, hunts, community events and other collective stuff.
Questions and Help - A channel for players requesting and responding to help.
Advanced Locks: for giving permissions to individuals and guilds to access storage and machines
Hunter: She’s still coming. Prowling up on you. The Hunter’s AI is in development and she’ll be unlike any of the other creatures already in the game. Tap-tap-tap. Tap-tap-tap. Did I just hear a warp open? She’s been coding, doing technical reviews, joining in with design discussions - we think we’re going to offer her a full time job. Get back to working on your own AI!
… and …
Farming: A new farming system is coming to Boundless with 4 cultivating domains:
In-organic farming - grow yourself a nice bit of Kindling Mass and Combustion Fraction - irrigated with placeable lava.
Garden Flower farming - to bring some much needed life, colour and prestige to your home.
Dripstone farming - cultivate your own dyes by farming throughout the known worlds. Each world atmosphere will mutate your crop’s tint and with skill and perseverance you’ll open up the full spectrum of building materials.
Oh, and did we say that placeable water and lava will be used for irrigation - or whatever else you can find a use for.
When?
Keep an eye out for announcement posts of features going to Testing. These features are already in development and coming soon.
What’s coming next?
Let us know what you’d like to see next.
Our aim is to expand Boundless with new content and new systems for the full spectrum of Boundless players. We’re just as desperate as everyone else in the community to make progress with adventurous and experimental universal persistent sandbox features.
Of course, this is very much another step of our plans for Boundless. We’ve got plenty of features planned for the future, and your feedback will be invaluable as we continue active development of the game. We love talking with our players on the forums and social channels, so don’t be shy about championing the features you want to see in the future of Boundless.
Thanks!!
Boundless Free Weekend - Lasts until Sunday the 24th February!
Hey everyone,
We’ve got some exciting news - Boundless is FREE on Steam for the entire weekend. The event will last until 8pm GMT Sunday, and the game will be on sale with a 30% discount during this time too, which will run until March 4th. So players who really enjoy their time in the free weekend can join in permanently at a discount.
If you’ve been waiting to join the game, or have friends who you’d love to convince to give it a try, then now is the time!
Let’s make sure to really welcome all our new citizens, and show off just how awesome and supportive a community of players we have. This is our chance to show off just what a brilliant world we’ve all been building together, so don’t be shy!
Release 215: New Player Polish!
Hello Citizens! We have just released another update to Boundless, with the focus on making the opening of the game a little smoother for new players. Here are the full patch notes;
Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.
Overview:
The aim of this release is to fix a collection of rough edges that hit many new players.
The most significant change for all players is that warping home is now free.
Release 215:
Sanctum + Tutorial + Objectives + Progression:
Added an arrow that shows the steps in the tutorial to make following the tutorial easier.
Added custom lighting to Warp Conduits during new user tutorial.
Hide non-critical tips during the tutorial flow.
Add an error log if you try to interact with a campfire, informing the user they cannot be interacted with or refuelled, and to use a beacon controller instead.
On reaching level 10 and claiming rewards we now show a popup asking for feedback on the game.
Make warping to your home beacon be free, rather than just allowing coins to go negative. All players can now always warp to their home beacon for free. This is to help players who get lost, or stuck on worlds with dangerous atmospheres.
“Mapping the World” Objective can now be unlocked sooner by completing “Mountain High, Cave Deep” or having a Furnace in the inventory.
The Core Objective “If you Build it They Will Come” has had its Prestige requirement to complete dropped to 150 from 200.
GUI + HUD:
Add various icons and markers to the atlas when held up in front of you, as long as it is an atlas of the current world. Any settlements and players as well as your home and any currently set destination on the compass will be replicated onto the atlas with the same visual icons, as well as the top-50 settlements, and any settlements in your Places menu, and will also show any other players on the world even if not on the compass. The atlas will also show your saved locations and beacons from your Places menu with the usual planet-in-the-sky marker icons. No icons or markers will be shown if the atlas has any resources equipped.
Made the atlas larger when held up in front of you to get a better view.
Upon dying you will now be given a second choice, to return home via the sanctum. Technically this is not something new, as you could always do this by interacting with the second warp, but many users did not understand this. If you have the option to “revive” then this will replace the usual option to return to the sanctum.
The game now supports Xbox One and Xbox 360 Controllers with relevant Icons.
We will now only ever show the 3 most recent news items at the start of the game.
Added an exchange promotion for upcoming special worlds.
Added an exchange promotional item for our upcoming Gleambow Racing event.
Exchange promotional items will cycle on entering the screen if there are multiple to be shown.
Bug fixes:
Fixed a bug which inhibited progress in the tutorial for characters who have gleam club.
Fix beacon refuel text when you need to get more plots from the Exchange.
Fixed early tutorial so that the correct number of items are reported that need to be collected.
Fix a crash with out of date clients when new time limited events are added.
Fixed a client issue when returning home after death that could leave the client stuck in the sanctum if the connection to the server was lost (only applied to returning home after death).
Fixed client crash when receiving rewards for >= 20 levels.