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Genre: Role-playing (RPG), Adventure, Indie

Boundless

Release 201: Quality of Life and Bug Fixes!

Hi everyone,

We've spent a lot of time looking through your feedback and bug reports, and wanted to get some of the biggest issues resolved as soon as possible; which has been the main focus of this update.

There's plenty more for us to do in terms of bug fixes, balance and quality of life changes, as well as some cool new features which are being worked on as we speak. So if you reported an issue recently and can't see it fixed in this update, have no fear - we're working on it!

Release Notes



Crafting + Resources + Equipment:

  • Forged Energy Restoration and Cleanse Bombs functionality have been rolled into Healing Bombs. This should make it a lot easier for players to craft healing bombs (less competing Boons in the Special Boon type and less Boon points required for the first tier), as well as reducing the need for healers to constantly swap bomb types mid battle.

    • At rank one, Healing bombs will restore health points to players, at rank two the bombs will restore health and energy. At rank three, they will recover health and stamina as well as cleanse players of debuffs.

  • Added new Forging tutorial Objectives. These should better introduce players to the Forging system and learning the mechanics involved.
  • Further Atlas refinements for resources so that the new gradient coloration is additionally consistently coloured so that you can directly compare one resource map against another and know that the "green area" of one has the same resource count as the "green area" on another which was not strictly true with the atlases in the last release that still did per-map contrast enhancement which skewed the reality somewhat.
  • Blocks that drop extra drops now also drop themselves.
  • Brews and Food now display their attributes and effect on a player.
  • ncreased the damage on Gold tools to bring their DPS more into line with Silver and Iron Tools.
  • Adjusted food crafting level for a number of different ingredients, so that every ingredient can be used to craft a food without needing to add a new skill point. This will reduce the amount of clutter in a new players Knowledge and crafting menus, as well as reduce any confusion as to what these ingredients can be used for.

    • Bag of Sugar now requires level 2 food crafting (up from level 1)
    • Fortified Butter now requires level 5 food crafting (up from level 1)
    • Purified Butter now requires level 5 food crafting (up from level 1)
    • Bag of Rice now requires level 3 food crafting (up from level 1)
    • Bag of Baking Powder now requires level 4 food crafting (up from level 1)
    • Butter Base now requires level 5 food crafting (up from level 1)
    • Bag of Oats now requires level 2 food crafting (up from level 1)
    • Bag of Flour now requires level 4 food crafting (up from level 1)

  • Adjusted crafting level for Brew containers to reduce clutter in a new players Knowledge screen, and to reduce confusion about the containers and what brews to make with them.

    • Brew Container 2 now requires level 2 brew crafting (up from level 1)
    • Brew Container 3 now requires level 3 brew crafting (up from level 1)
    • Brew Container 4 now requires level 4 brew crafting (up from level 1)
    • Brew Container 5 now requires level 5 brew crafting (up from level 1)



Creatures + Combat + Characters:

  • Reduced Cuttletrunk follow range. This should make it easier to escape from a persistent Cuttletrunk.
  • Slow-Mo Quirk no longer slows action speed, just movement speed.
  • Reworked cooldown to equalise Action Speed over all tools and weapons, allowing easier comparisons. The cool down periods should now be consistent and easier to understand.


Sanctum + Tutorial + Objectives + Progression:

<*>We had a review of Feats in game, a few of them were not correctly working, some were far too hard and others were just not fun. So we have tweaked a few numbers and replaced some of the offending feats with ones which should be more enjoyable. Overall, players should be in a better place to complete more objectives after these changes.

  • Explorer player Warps used Feat replaced with fully exploring worlds Feat.
  • Removed "Unique Items Gathered" and "Loose Stone Gathered" Gatherer Feats and replaced them with Boulder and Fungus Gathering feats. Plants Feat will now count rare and common plants.
  • Removed Tax Avoided, Coin from Feats and Periodic Feats and replaced them with Selling Consumables, Selling Gear and Selling Items to Request Plinth Feats in the Trader Feats.
  • World Gatherer Survival Challenge I, will now allow players to collect any Starberry and Earthyam to complete the objectives.



GUI + HUD:

  • The I, O, P, J, K, L keys now work while in another screen.
  • Added an animation to the health bar to show how long a creature will take to die once it has lost all health (due to network latency). You need to pay attention to a dangerous creature until the server says the creature is defeated.
  • Always show the health bar on active meteorites.
  • Added controller d-pad scrolling for emotes list.


Engine:

  • Add reflections of the sky through portals, we continue not to support rendering the world in reflections through portals, but the sky/clouds/planets will at least now render so that portals do not look so horrific around water!
  • Added a new system to support time limited events.
  • Reduced the verbosity of a collection of server system logs.


Bug fixes:

  • Unstable and Imperfect Boon Compounds are now easier to make, while the Pure Boon Compounds require slightly rarer resources.(Spitter Eyes). It did not make sense to have the best Boons be the easiest to craft.
  • Fixed a long lived issue that could cause client crashes in particular circumstances surrounding portal transitions at ultra-low fps (<5fps, spikes included) whilst entities moved quickly across specific world boundaries in the server... sounds crazy (it is), it's one of the more common client crashes that has been happening for a very long time but required a long time to investigate and track down.
  • Fixed issues where it was sometimes possible to close a screen with a popup still open.
  • Fixed chat and popup input boxes both receiving text at the same time.
  • Fixed delete character popup deleting the character if the player hits enter.
  • Fix for some controls in the settings screen not being localised.
  • Fix loading screens to open in fullscreen mode if fullscreen is enabled.
  • Fix not being able to square and bevel chisel various "dug-up" versions of blocks added from the last release (part of not having player placed blocks drop extra things when broken). Also fix these new blocks showing up in the World Builder when they should not.
  • Fix errors opening a prefab in World Builder about lighting paths.
  • Fix not being able to remove your own beacons that had expired/been-removed.
  • Fix for bombs not always damaging an entity that triggered it's via a proximity explosion.
  • Fix for scrolling in the GUI with the controller right stick.
  • Fix world screen refreshing when a settlements prestige was updated.
  • Fix to allow signs on PS4 to span multiple lines.
  • Fixed a rare issue where player state could get reset returning to a world where the character serialisation reported a failure when it actually succeeded.
  • Fixed a collection of feat and forging objective descriptions to improve clarity.
  • Fixed an issue where Beacons could be destroyed if the beam from a Power Coil was running through the Beacon Control. This also allowed users with "Worker" permissions on a Beacon to have the ability to destroy it, which is why this fix was needed. In the future we may implement a system which allows a Beacon Owner to easily un-plot all of the land, as we know players would appreciate this functionality.


UPDATED


Unfortunately some patch notes were missing with this release, we believe we've now added everything that should have been there in the first place. It's frustrating for any release to have missing patch notes, we recognise that our process at the studio is not optimal currently and are making necessary adjustments which will mean all changes being submitted for a release always have a patch note explaining exactly what the change is and why the change is happening. We aim to have this new process in place for the next update.

Release 199.1: Hot Fix

Hi everyone,

Thanks to all those who jumped on to the Testing branch over the weekend to help test this Hot Fix, without your help we wouldn’t have been able to put this into the Live Universe today!

If you missed the notes before, take a look below!

Today’s Hotfix aims to resolve some of the immediate issues players have been experiencing since Release 199 was put to the Live Universe. Thank you to those of you who have reported bugs and given us feedback so far.

Before we get into release notes, we wanted to address some of the most common bits of feedback we’ve had over the past day.

Bomb Mining
The Boundless servers record a vast collection of metrics and analytics about the different game mechanics, resources and player activity. This data is extremely useful when trying to understand what actually happens across the whole universe. It’s understandable for some players to be surprised and disappointed with the recent changes to bomb mining, it was a popular and effective form of mining; but based on the analytics it was also far too overpowered. The ratio of bomb mined resources to hammer mined resource was magnitudes out.

We want bomb mining to be a balanced part of the game alongside other forms of minings.

With that said, the last thing we want to do is break elements of the game which make it less fun for a significant portion of the playerbase, and we are absolutely open to feedback on any changes we make within the game. We’ll be monitoring the data over the course of the next week, so please do keep bomb mining and let us know how you’ve been getting on - if something needs to be changed, we will take the steps necessary to do so.

Boundless is a sandbox and the game should reward creative techniques for progressing within the rules of the sandbox.

Attributes Nerfed?!
Nope! Actually this was a bug with the GUI involving localisation. The Attributes have not changed in 199, but their presentation in the GUI can be presented incorrectly. Sometimes the Attributes are incorrectly rounded down, from say 0.99999… to 0.9 instead of correctly rounding to 1.0. There are a few different cases where this is happening. The internal attribute system is unaffected. Luck hasn’t changed. It just looks like it.

Adding Materials to Crafting
It is never our intention to make or increase the grind within Boundless. We want players to always feel like they’re progressing and going on their own adventure within the universe. We don’t want it to be boring, monotonous, a chore, a grind or too much like real life. It should be a pleasure, with some effort and commitment, and ultimately a feeling of achievement. The journey was worth it.

The game’s analytics shows that many players have large amounts of certain resources stashed away, and they’re unlikely to be used again. The aim was to give any unused materials a purpose and more value in the crafting hierarchy. Some of the recipes changed in 199 have had a slight increase in resources needed to craft (higher level furnaces for example) and some have had different resources added to them, like the Bricks. In the case of Bricks in particular, we’ve increased the output you get which we feel balances out the additional resources.

But we understand that this can be seen as simply adding more hoops to jump through. More grind. More shovels. More shoe leather.

We will carefully review the crafting tree before the next update and double check that the changes are an improvement to the hierarchy as a whole. Any areas that we conclude were heavy handed will be corrected.

Patch Notes
This particular release has been troublesome for patch notes to say the least. I explained in another post how patch notes are a completely manual process, which unfortunately means there is some room for error. We know this isn’t good enough and will be working on our internal communication and processes to ensure patch notes are delivered correctly.

Release Notes



  • Increased player cap to 80 players per world. The server entity serialisation performance has improved dramatically. But this is only part of the execution time per server update. We saw a good improvements in the metrics and have increased the world cap to 80. We will then review the metrics again, and increase the limit accordingly.
  • Opening the Exchange or Shop GUIs will both redeem any items purchased outside of the game via the PlayStation Store.
  • Fixed a crash which could occur when network connections open and close, this was the main crash most players experienced since the update.
  • Fixed an issue where Stamina would not recharge if a player continued their action.
  • Fixed an issue where players were unable to chisel placed blocks.
  • Fixed an issue with Coin trading where players would sometimes get incorrect values. No coins were generated, but the incorrect values could have been transferred.
  • Fixed a precision and rounding issue which showed incorrect values for Attributes in the GUI. The attributes have not changed, but some values were rounded down leading to some values looking like they had been altered.
  • Brought Lasaina back online

Release 199: New Decorative Props, Server Optimisation and Fixes!

Overview



New Props!
Starting your own Restaurant? Thinking of setting up a social space? Or maybe your feet are just really tired! Well, that's going to be a thing of the past with the all new Table and Chair props!



Server Optimisation
You guys have been so patient with the server issues this week, we really appreciate it and we're happy to announce we'll be rolling out our first server optimisation which should help reduce the rubber banding some players have been experiencing. It's important to note however, the server cap will remain at 70 while we examine the new fix; once we've confirmed the fix is working as intended, we'll be bumping it back up to 100.

Resource Regeneration Fixes/Tweaks
We've adjusted resource regeneration to ensure it gets going faster, but steadily happens over a longer period of time depending on how many resources have been destroyed in a chunk. We also fixed a bug which was causing surface resources to not regenerate - this should make it easier to get those elusive Orbs and delicious Beans!

The Exchange
We had some really useful feedback during the release period about The Exchange. Some players felt Cubit purchasing was being forced on to them, which was never our intention. We've made some changes to the Tutorial which will get players focused on playing the game first and introduce The Exchange slightly later. We've also moved the real money items from The Exchange into a separate Shop GUI, with the option to hide the shop completely.

FIST FORGING!
Ever wondered what it's like to see a Mighty Cuttletrunk cry? Well wonder no more! You can now forge your Explorer and Gold Fists to give them a whole range of Boons, Quirks and Defects!

Release Notes



Art + Animation + Assets:

  • 1st person animation polish:

    • Beacon plotter remove/add plots.
    • Torch place and re-equipping.
    • Atlas.

  • Improved positive and negative status VFX. In the future they will correctly present the buff colour.
  • Bloom post-effect reduced slightly to stop the glare from a white sky.
  • Wooden table and chair decorative props added.
  • Stone Chisel now actually looks like a chisel made of stone.
  • Added new torch VFX to make them look like they're really on fire!


Crafting + Resources + Equipment:

  • Some crafting recipes have been altered. Context: Some items are in much higher demand than others. In an ideal world all items would be equally sort after. We have tried to give some "less useful" items more value.
  • Forging recipes have been rebalanced to better reflect the power of certain ingredients.
  • Sticks can now be used as fuel.
  • Brew buffs now last 10 minutes, up from 2.
  • Increased Healing Brews amount healed so they now heal more than Instant Healing Brews of the same level.
  • Greatly reduced the crafting requirements for Rage and Focus Brews.
  • Doubled the durability of Bomb Bags!
  • Bombs will now destroy resources at the same speed as they would destroy rocks, this means higher tier resources will not be left floating in mid-air when using bombs to mine.
  • Changed Super and Mega Brew Container ingredients to reduce the cost of crafting high end brews.
  • Gems should be found more frequently in caves.
  • Glowing mushrooms should spawn more frequently.
  • Breaking blocks that are player placed will no longer drop the extra alternative drops.
  • Change the way resources and beacon probe-maps work on Atlas globes to use a more consistent colour gradientation, so that resource densities are much more obvious especially when comparing one resource or globe to another, with low density being a dark blue going up through green and yellow to white for very dense regions.
  • Fists can now be Forged!


Sanctum + Tutorial + Objectives + Progression:

  • Reworked the early objectives to reduce the amount of times the player has to go into the Exchange and keep them more in the main game world.
  • Increased the amount of XP you get for finding new regions. Each region you find will now grant you an additional 50 XP. Discovering the final region on a planet will grant you a bonus of 2500 XP. All players have been awarded any missing XP to bring them in line with the new balance.
  • Increased the number of Skills Points received beyond level 50 from 2 to 4, so that levelling Skill Sets takes a similar time to levelling a new alt character.


GUI + HUD:

  • Resource information added for planets under Character -> Places -> Worlds -> World -> Resources. The resources tab will display all Embedded Resources and Surface Resources on the world. You can use the per resource % values to decide which world is better to search for a particular resource.
  • Improved performance drastically for planet-markers on busy worlds in the sky, the system was badly scaling when the marker counts were going into the thousands leading to terrible performance. As part of optimising this, you may notice that the markers will now also not be perfectly occluded by terrain any more, but have a delay on responses to the occlusion changing with a fade in/out to compensate.
  • Rebalanced the selection of the coffer visuals so the types are more spread out.
  • Improved damage visuals for starving/atmosphere/drowning to make them easier to spot.
  • Increased frequency for starving/atmosphere/drowning to make them easier to spot (still the same DPS).
  • Increased wobble on the health bar so all damage is easier to spot.
  • Added a marker to the stamina bar to show when the player will start to starve.
  • Changed full up status effect icon to green (to match other status effects from food).
  • Added an options button to chat.
  • Gleam Club members can change the character appearance (body size, head and face selection, and body colour) freely without using tokens.
  • Adding actions to the Main Menu that will open the Boundless Discord and Forum in a browser.
  • Separated the real money items from the Exchanges and moved them into a Shop GUI. This is accessible from the Main Menu instead of the Character Menu.
  • Added a welcome message to the Shop GUI that is presented the first time it is opened. The message briefly describes the configuration of Boundless' in-game monetisation. The welcome message also offers an action that will disable the Shop. It can be reenabled via the Parental settings.


SFX + Music:

  • Exchange tweaks.
  • Starvation tweaks.


Engine:

  • Improved server-slot behaviour so that we prioritise players who are stood close to a warp/portal and actively looking into the warp/portal, over those that already had the warp/portal active but are standing further away or not looking into the warp/portal. This should make it more likely that you can get into the world you want when it reports the server is full as slots wont be hogged so much by those not attempting to go into the world.
  • The game will now display player counts on warps/portals corresponding to the number of slots on the server that are taken, rather than the number of players actually "in the world" so that it better matches against when the server is shown as full.
  • Refactored the server's player progress protection system. This system atomically serialises the state of all players and entities every second to make sure that little progress is lost if the server fails. The progress would be reloaded when the server restarts. The original system was too expensive and could cause a busy world to generate server lag. It has been reimplemented achieving an order of magnitude performance improvement. We continue to focus on optimising the server.
  • Regeneration

    • Reduced the distance at which a chunk is considered “visited” to be much smaller, and reduced the time to a matter of seconds. This means that whilst regeneration won’t happen very near to a player it will happen a short distance away and pretty quickly after they have left an area. This will help ensure areas around towns are regenerated.
    • Reduced the time after an edit that regeneration will start to four hours, this is hopefully quick enough to ensure that regeneration gets going promptly, but won’t see someone blocked by having their mineshaft regenerate while they’re underground.
    • Made regeneration happen more steadily over a longer period of time, so that over minutes and hours small numbers of blocks at a time will be regenerated, and large changes will steadily return to the start state over many days.



Bug fixes:

  • Fix for Deluxe Edition not triggering on Steam for some players.
  • Fixed a bug which inhibited elemental creatures spawning from meteorite on non-elemental worlds. Allowing elemental creatures to spawn from these meteorites gives players the chance to create protection foods without having to visit elemental planets.
  • Fix some graphical glitching most noticeable when near lava on held items, block drops and other non-voxel models.
  • Fix for the virtual cursor (on controllers) not being clamped to the edges of the game window.
  • Fix for PS4 controls not showing correctly for the grappling tool tip.
  • Fix escape not working on the return to sanctum and quit game screens.
  • Fix "change-block-type" forged chisels not correctly preserving the colour of the block when used on world-default-colour blocks.
  • Resolve issues with surface-resources not being regenerated if "only" surface resources were harvested in a chunk, without making any other modifications. This also resolves some other more edge-case issues where you could similarly stop resources (whether embedded in rock, or surface resources) from regenerating if using a regeneration bomb to fully regenerate a chunk, or if plotting areas of a chunk where only surface-resources had been removed and later unplotting once the rest of the chunk had regenerated. The world data will be migrated in a such a way that any chunks that already experienced the problem will get their surface resources regenerated shortly without further user interaction.
  • Fix rendering issues of fog-of-war on PS4 for Globes (caused them to be "inverted" in solid areas of fog/no-fog), and potentially in some more rare cases on some Macs.
  • Fix auto-aim ignoring dead creatures when you haven't yet harvested them for drops. Without this it would show that you could hit a creature when actually a dead creature was in the way, but will now show correctly that you will hit the dead creature and harvest it.
  • Fix auto-aim ignoring players for collision checks when using a weapon that does not want to aim-assist, would show that you would hit a creature with your slingbow even if a player was in the way like with the dead-creatures-already-harvested issue. For healing bombs will continue to aim-assist to players.
  • Fix interaction being blocked by dead creatures whose drops have already been harvested, which also prevents the reticule going red when highlighting the area of a dead-already-harvested creature too.
  • Fix creatures not drowning
  • Fix for "Meteorite or Meteor-wrong?" objectives complete a meteorite subtask not triggering.
  • Fixed ? appearing in numbers in some languages.
  • Fix client crash when some recipes where open on the machine screen.
  • Fixed "Meteorite abandoned" sometimes appearing for a few frames after getting a meteorite life.
  • Fix for triangle opening the inventory and the tooltip for the current item.
  • Fix for unimplemented objects being seen in Request Baskets.
  • Fix for incorrect tax rate being shown in shop stands and request baskets when outside of a beacon.
  • Fix for opening tabs with the virtual cursor (with a controller) causing an extra click on where the cursor was last.
  • Fix to Power and Spark costs showing max Overdrive reduced costs when not enough power is supplied.
  • Fix world-to-world blinksec distance-flood algorithm in universe. This will fix issues with not being able to warp/portal between some worlds, and also resolve issues users reported where after new worlds were added the portal costs increased. This will now be resolved too decreasing the costs in these few cases back to their correct level and ensuring costs can never increase but only ever sometimes decrease (due to new shortcut links in the universe being added due to new worlds). This will also subtly effect which worlds are seen in the sky.
  • Fixed an issue that would cause spurious impact damage with high agility and low impact-damage skills, even when running straight at a wall.
  • Fixed an issue in the core physics solver where impulses were not included correct. Its possible this will largely resolve the weird fall damage issues people were seeing. Please let us know if you notice any improvements.

Small Hotfix - Boundless Digital Deluxe Edition Fixed

Greetings Citizens,

We have a released a small Hotfix which will resolve any and all issues with the Digital Deluxe Edition perks.

All owners of this particular Edition will retroactively get every perk they should have had upon purchasing it, and will ensure all future owners will get the correct perks upon booting the game.

Please Note - Upon booting the game you will be prompted with a new message explaining how to claim your 500 cubits. For reference, you’ll need to switch to the character you’d like the Cubits to apply to and then open The Exchange. This will give your chosen character the Cubits.

We had originally planned to release more fixes with this, however our QA team found some last minute issues with the build; therefore a larger patch will be released next week to resolve some of the recent issues players have been reporting.

Thank you all for your patience.

Release 198: Aim Assist and Masks!



Overview


Since the Official Launch we've had a huge amount of feedback from the community, ranging from bug reports to balance suggestions. We've been looking through your feedback for the past week or so, and have designed this patch to alleviate some of the biggest issues reported. Thanks to everyone for continuing to help us develop Boundless!

New Masks!
11 new Masks have been added! Now you can go about your adventures in style with a range of cool Masks to customise your character with. The Masks will be available in the Exchange for Cubits.



Crafting, Resources & Equipment

  • Disallow opening/closing doors or trap-doors, if doing so would cause the door to intersect an entity, so you cannot use a door to trap yourself or someone else causing a horrible glitchy teleport.
  • Improve placement of non-full-block objects like doors so that entity-intersection checks use the actual physics shape of the door when checking if there is a creature or player in the way of the where the door will be.


Creatures, Combat & Characters

  • Player characters have new and improved clothing.
  • Bombs will now immediately explode when within larger proximity to an enemy target, or a friendly target if healing bombs are used. Making Grenadiers and Healers lives a little easier.
  • All players can now revive other players if they have the Totem Augment. Revive Epic Skills have been changed to give clearer choices on skill selection.
  • Added aim assists:

    • Crosshairs now go red and animate when a held item (e.g. slingbow or bomb) will hit a creature.
    • When holding healing items the same will happen for players.
    • Creature info is now also shown while a projectile will hit them.

  • Controller assists:

    • Added "Controller Acceleration" option (defaults to ON) to allow more precise aiming while also giving faster spin times.
    • Added "Controller Auto Aim" option (defaults to ON) that assists the players inputs to steer them on to targets and scale down player inputs while over a target.
    • Auto aim is scaled up during combat.
    • Auto aim is disabled for non-aggressive creatures.
    • Added "Controller sensitivity" for X/Y option.

<*>Changes to atmospheres:

  • Atmosphere logic is much simpler now.
  • If your protection (skills in the atmosphere protection added to any food with protection) is greater too or equal to the atmosphere damage of the world then you are protected.
  • When protected the atmosphere fog will roll out and your air bar will refill.
  • If you are not protected the atmosphere fog will come right up to the portal to make it clear.
  • In the last minute of food protection the atmosphere fog will move up to 30m to remind you to eat some more or start getting off planet.
  • You can now eat food while on the planet to refresh your atmosphere protection.


Sanctum, Tutorial, Objectives & Progression

  • New welcome screen added when you create a new character.
  • Increase to Hunting XP across all creatures.
  • Block XP and Prestige Rebalance:

    • Lowered xp rewarded for breaking standard natural blocks (soil, rocks etc) and upped the XP for mining ores. After listening to feedback and looking at our internal data we found block mining to be slightly OP. These changes should bring down the total XP from breaking blocks by 15%.
    • Added some additional XP for gathering surface resources, as gatherers will be affected by the nerf on leaves and trunks.
    • Building XP has been modified. We have reduced the amount of XP builders get for using poor quality materials (soil, mud etc). Some higher tier blocks have recieved a slight buff in XP to reflect their difficulty to craft. The XP reward for breaking crafted building blocks has been reduced.
    • Some blocks have had their prestige values changed. Decorative stone and wood blocks now give the same prestige. Previously decerative wood gave more (no idea why). You could see your build go up or down in prestige (hopefully not too dramatically).
    • XP is only awarded for blocks that are placed or chiselled inside beacons. This will hopefully reduce the number of people spamming the chisel or
      spamming block placements.
    • Placing surface resources within beacons will now grant prestige and some XP.
    • Bombs no longer give XP for breaking blocks.



GUI & HUD

  • Gleam Club level icon background is coloured based on days remaining: yellow up to 30 days, green up to 90, red otherwise
  • The last set Gleam Club chat colour is remembered between lines and game sessions e.g. you can set a permanent chat colour
  • The set of Gleam Club chat colours is now the same as the named character colours
  • Moved the friends tab into the character menu.
  • Show world region and details in all cases for the warp-conduit screen so you can see what kind of world you will be opening the warp to, and what kind of latency you might expect based on the region.
  • Be consistent to show the level of the world alongside its description in all cases (eg; Lvl3 Rugged...).
  • Stop showing locked doors as "Usable" in the hud when in other peoples beacons.


Bug Fixes

Boundless Official Launch!

Greetings Citizens,

This is a huge day in the development of Boundless - we have officially launched on Steam and PS4!

All of us here at Wonderstruck would like to extend a HUGE thank you to this fantastic community, both new and existing. We couldn’t have made it this far without you, and we’re excited to share the next chapter with you all.

If there’s one thing we’d really like to emphasise, it’s that this is very much a beginning. Boundless will continue to be under active development - we have some very cool plans ahead. For those of you who have been here all along, let’s be sure to really welcome all our new players, and show them what a creative, friendly and welcoming community we are. We’re proud of what we’ve built together - devs and players - and to be able to share it with the world is a huge moment for us. Be sure to share screenshots, videos, and anything else you’d like to show us.

See you all in-game!

From everyone at Wonderstruck.

Release 197.1 Patch Notes

Overview:
This update enables purchasing Cubits and Gleam Club in the Exchange.

Future updates will expand the Exchange for collecting wearables, masks, and body paints.

Note:
The Exchange contains a Tint Kit item that will be used in the future for colouring and customising wearables and body paint.

The Tint Kits can not be used to recolour any blocks or crafted items in the game worlds.

Release 197.1:



Art + Animation + Assets:

  • Elemental effects on elemental creatures.

Crafting + Resources + Equipment:

  • Grapple behaviour improved so that you should be able to build up a larger and larger swing with back and forth motion, and be able to perform much larger swings on larger range grapples that will nearly be able to restore height of the down swing as long you keep pushing forwards with the controls.

Creatures + Combat + Characters:

  • Doubled the effect of Luck on getting rarer drops on blocks.

Sanctum + Tutorial + Objectives + Progression:

  • Permanent day time ends at Level 6 if still in the tutorial.

SFX + Music:

  • Starving audio.

Bug fixes:

  • Fix not showing correct data for player locations on planets in the sky outside the sanctum!
  • Server-side patch to force a redownload of region-map data for atlases to deal with old data from old worlds from hunting universe/testing in players caches. If you saw atlas regions behaving strangley like unlocking the wrong regions etc, this will resolve that.
  • Fixes/improvements to the god-rays, depth-of-field and bloom post effects to make them cheaper/more accurate. God rays should not have any sampling artifacts even in extreme cases now, and will no longer have a “frame-drag” effect where they would appear to lag 1 frame behind whilst rotating the camera.
  • Fix for some "{EMPTY} " region names in the new worlds, there was a bug in the worldbuilder that produced these, and whilst we will not fully regenerate the regions, we do migrate the worlds to change these to a more sensible “Wilde” naming scheme for the existing worlds, so they will be very unique regions in the universe as no new worlds will ever have them!
  • Some issues near waters edge fixed where player would jump a short height whilst stood against an underwater wall even without pressing space, and player should no longer get stuck not able to put their heads above the water (was actually fixed in the last release as a side-effect of another bug fix, but wasnt noticed at the time).
  • Fix some issues with particle-effects in the gui (eg the forge gui) from interacting strangley with what is on the screen behind the gui at times.
  • Fix issues with multi-block doors sometimes glitching visually when opening or closing them if your computer is “too” fast (yes… too fast), this would effect other multi-block modifications, its just that doors are the most common of these by far.
  • Fix for portals spawning creatures inside of meteorite blocks.
  • Fix exchange items being bought even if you cancel the purchase, if you then claimed a reward item before leaving the exchange.
  • Fix exchange items not being bought if you exit the screen before the animation has progressed far enough even if the purchase button was already pressed, this was already the case for reward claiming.
  • Fix for server crash when a hopper explodes after resisting damage from a player.
  • Fix for constant updating atmosphere status effect.

Release 197: New Universe, New Worlds, and New Characters!

This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread .

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:

New worlds.



Release Notes:


  • Art + Animation + Assets:



    • Day/Night Cycles:

      • Each world has been given a lighting colour ‘identity’ in line with the materials found on that planet so that the players can recognise the world they play on by looking at the sky.
      • Home worlds have a currently a vibrant ‘earth-like’ sun rise, mid-day and sunset colour parameters. i.e. A bold and warm red sun rise followed by a rich blue day colouring and ending on a vibrant purple sunset. More variations will come in the future.
      • The elemental world sky is in line with the gem colour it inhabits. The sunrise and set has complimentary hues.
        Metal worlds are visually styled to the alloy colours found on the planet and are tonally richer in light and darkness to signify a level up in difficulty.
      • Coal worlds are filled with dusky golden and dirty desaturated hues contrasting bright sun rises and sets.
      • The day and night cycles have also had a visual polish pass to accurately convey the strength of luminescence in the light levels in all the sky quadrants throughout the 24 hours to portray the sun rising and setting in each world.
      • This work creates a consistency in the art style to tie in the Boundless universe to each world inhabited.

    • Customisable Characters - Stand out from the crowd!:

      • You can now customise your character’s appearance by selecting their gender, skin colour, eye colour, height and head shape.
      • Many more head customisations, wearables, and body paints options are coming.
      • The assets are still in development.



  • Crafting + Resources + Equipment:


    • Balanced block health values across the full universe.
    • Increased the amount of Copper and Iron needed to craft tools an weapons to be more consistent with Alloy recipes.
    • Made Warp Augments be crafted in the Workbench, so that it is possible to make them on starting worlds.
    • Warp and portal costs rebalanced for the new universe structure. Costs are broadly similar to what they were for journeys around the starting worlds, but get progressively more expensive on high tier worlds. This is to allow portal networks to be affordable, but not ubiquitous, and to make higher tier worlds more of an event to travel to.


  • Creatures + Combat + Characters:


    • Elemental creatures have elemental particle effects attached to them. BURN!
    • XP awarded for creature kills is scaled based on your damage, tanking, and healing contributions.
    • Reviving Players will now reward XP.
    • XP rewards for Objectives, Crafting and Chiselling have greatly improved.
    • Changed fall damage to feel a tad more “realistic” (no more jumping out of a plane and only taking 15% health off). Different materials will also now change the amount of damage you take on impact, for example, landing on Sand will reduce the damage taken compared to Igneous Rock.
    • Added Atmospheric hazards into the game which will add more challenge for citizens exploring high tier worlds. To counteract this, new recipes for atmospheric shielding food have been added to the game. (Or take the skills.)
    • We have increased drops for single players or smaller groups taking on meteorites. Players were not being adequately rewarded for their solo efforts. Taking on meteorites in larger groups still yields more drops. Hopefully we have struck the right balance.
    • IMPORTANT: Please share feedback on all the balance changes.


  • Sanctum + Tutorial + Objectives + Progression:


    • Allow new characters in the tutorial to open the warp to an already added friend that is currently online on the world in the sky. Friends on other worlds cannot be warped to as part of the tutorial.
    • New characters can now choose a platform-friend (added during the character creation) to start on the same world. This works even if the friend character is offline, going to the last world they were on. This is restricted currently to lush/coal/metal worlds (worlds without dangerous atmospheres) that are of tier 1,2,3 or 4 only to avoid people spawning into a world they will likely die very very quickly on. In conjunction with warping to a friend from the tutorial when they are online, this should let new characters often start directly next to their friend when starting the game.
    • Allow users to delete their active character whilst within the sanctum, allowing users to “restart the game” without having to first get an alt character to swap to delete their primary. Deleting the active character will immediately return the player to the create-character flow.
    • New Citizens will now receive more Cubits as a reward for levelling up, this should help players at the start of the game explore the many options in the exchange sooner. The total number of Cubits awarded has remained constant.
    • Cleanse points will now also be rewarded at every level to aid Citizens experiment with new builds in the Skills tree. 1 cleanse point is awarded per level up to level 50.
    • Changed sanctum start hall lighting to better match in world colours.


  • GUI + HUD:


    • Added the new colour names to match the new 255 palette colours from last release.
    • Added X (or R3 on a PS4 controller) to drop items from the inventory.
    • Footer bar legend in menus now switches lines periodically to allow us to show more buttons (and deal with longer wording after localisation).
    • Can now see online players on the world-in-the-sky. Is semi-real time updating every 2 to 3 seconds and will show character names and user-name information if accessible (Steam friends on Steam, or all PS4 users on PS4).
    • Many improvements to the planet-marker logic so that you will see many more markers on the planet, and when there are too many to render, more intelligently select which to show based on distance to the totem-reticule instead of it seemingly randomly popping markers in and out. Also increased the selection radius so it's less fiddly to look at a marker.
    • Planet marker icons updated so that player locations are circles, beacons and settlements squares, and saved locations little pins with an associated Tip shown when you look at a planet with a totem to explain them.
    • Controls changes:

      • Added change control popup so players can see what they are about to unbind and click cancel or ok.
      • Added PS4 pad bindings (press a button on the pad to switch to showing controls for a PS4 controller).
      • Added new setting “Accept mouse movement when rebinding”.
      • Moved controls settings into the controls tab.
      • Don’t allow players to unbind some key controls (escape/up/down/left/right/select) in the GUI.



  • Bug fixes:


    • Fixed Z-fighting/precision issues in lava rendering to match water behaviour.
    • Fix issues with the skill-light being turned off whilst the player is still in darkness if very-nearby (e.g. diagonally across a blocked off corner of a tunnel) there is bright sunlight.
    • Fixed the scaling on some tier 5 exploration Feats.
    • Fixed cuttletrunk vacuum audio effect not stopping.
    • Fix “Add Platform Friends” from character-select screen to actually work, instead of doing nothing until you press it again after the timeout.
    • Fix not gathering information on friend account names correctly in the various friends lists.



Release 196: Meteorite Lives!

This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

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.

Important:

This will be the last feature update on Live until we launch the new universe. Feedback is still helpful.

World levels have be altered to:

1. Home / Spawn worlds have become Placid worlds.
2. Moon worlds have become Inhospitable worlds.
3. Ring worlds have become Fierce worlds.

Release Notes



Crafting + Resources + Equipment:

  • Energy use for Chisels reduced by half.
  • Natural Blocks on higher level worlds can have armour, which makes them more difficult to break. This is shown as litle shield pictures under the health bar. This is so that the harder-hitting, but slower, tools can be balanced against fast tools.


Creatures + Combat + Characters:

  • Meteorite drops have been changed to give more variety, especially smaller meteorites.
  • Meteotire events are now far more varied. There are now 2000 wave variants up from 50 (this probably sounds more exciting than it is). Meteorite difficulty may have changed, particularly meteorites on lower tier planets. This will need more balancing soon.
  • Meteorites can now spawn exotic creatures.
  • Element boost is now applied before armour calculation to give a better damage on boost.
  • Added “Meteorite life” status effect:

    • Once the first creature in a meteorite event is killed all players who join the meteorite (at that time or afterwards) will get a meteorite life.
    • When players return to the sanctum they lose their meteorite life. Revived players get to keep their meteorite life.
    • If players go outside of the meteorite zone they have 10 seconds to return before they lose their meteorite life.
    • If there are no players with a meteorite life left then the meteorite is lost and the reward is reduced to the dormant meteorite drops.
    • If the meteorite is completed then all players get the full reward (so try to keep players with lives alive!).
    • Creatures in the meteorite will periodically target only the players with meteorite lives.

  • Reworked combat threat system:

    • Threat is now stored per creature in a “hate” list. Hate is scored as the average amount of DPS and scaled up by the “Threat Epic” skill.
    • Damaging creatures will add you to their hate list.
    • Healing players will add you to the hate list of creatures recently damaged by the healed player.
    • Creatures attack the most hated player in their hate list. The hate list is not cleared when players go through portals.
    • Tank characters should now find it easier to keep creatures attacking them.
    • “Mega Calming Brew” now clears you from all creatures hate lists within 16m.
    • “Mega Aggravating Brew” now adds 10,000 hate to all creatures within 16m.



Sanctum + Tutorial + Objectives + Progression:

  • Campfires now expire after two hours, this is to reduce the risk that new players trust them to look after their belongings between sessions.
  • Fixed tutorial tooltip about looking up at the planet to choose starting location.
  • Preparatory changes for V1.0 game levelling and character balance:

    • Removed free weekly (debug) skill reset. All skill resets must be purchased via the Exchange.
    • You no longer gain cleanse points when levelling up. All cleanse points must be purchased via the Exchange.
    • Reduced starting number of character slots to 1. If you already have extra characters you’ll incur a character slot “debt” and will need to purchase slots to cover the existing characters before you will unlock any new character slots. If you delete a character before repaying this debt it will not free up a slot and you will be unable to create a new character without purchasing more slots.



GUI + HUD

  • Make the entire stamina bar flash when starving.
  • Added shields under creatures health bar to show how much armor they have and therefore how much the damage they take is reduced by.
  • Moved all chat/status text above player icons.
  • New default controls:

    • Change view is now on “M” or dpad left.
    • Added L2/R2 to quick move left/right on controller.
    • Added holster tools on “Z” or dpad down.
    • Added “L” for the exchange screen.
    • Places screen is now on “P”.
    • Character screen is now on “O”.



SFX + Music

  • Further music mixes.
  • Fixed stone chisel.
  • Starving and suffocating.
  • Reworked grapple loop.


Engine

  • Improved cpu-side performance of world rendering, especially when using the extreme/ultimate terrain-detail options, and especially for those with 4-core or higher CPUs.
  • Colors:

    • Adjusted Copper tint to be less similar to Ruby.
    • A new set of 255 base palette colors has been created that has a larger range of luminance (white being 9x brighter than black now, rather than just 4x brighter) that will allow creating more contrasting builds even without use of lighting. This has meant the color names have also had to be updated, and we also have had to do another migration to map the previous set of 255 palette colors as best as possible to the new set of 255, so colors of the blocks will again have subtely changed!



Bug Fixes

  • Fixed the skill-based light being multiplied in strength when not holding items in your hand (Was reported as the skill-based light being darker when holding things in your hand, but actually the opposite was true!)
  • Fix having to force re-equip slots when exhausting a sub-slot of an equipped smart stack, or unequipping an augment from a slingbow/globe/totem or stacking items into an equipped slot etc etc.
  • Fix crashes when trying to use the “change-block-type” forged-chisel on rocks to transform them into sedimentary rocks, if the original rock was “rotated”. Sedimentary rocks do not allow rotation, but we do now allow the conversion to work, and when it is sedimentary it will just not look rotated even though under-the-hood it is (so when changing back to another rock, the new rock will have the same rotation as the original rotated one that was turned into sedimentary would have).
  • Fix crash when hitting meteorite crates.
  • Fix items could not be moved inside smart stacks.
  • Fix forged items could not be put in smart stacks.
  • Fix character appearance not being respected for new characters after they leave the sanctum.
  • Fixed Founders Totem not functioning like a normal totem in allowing creating locations when shooting planets and showing location markers on planets in the sky.

Release 195: Centraforge Gear and Epic Skills!



This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

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:


This release contains the following significant changes:

1. The Centraforge for customising your weapons and tools.
2. The Exchange for collecting and spending rewards.
3. New Epic Skill system supporting multiple skill sets per character.
4. New range of Doors.

Check out Jivitas unofficial overview videos:
New Doors, New Skill System, The Exchange, Centraforge, Forging.

Release Notes



Art + Animation + Assets

  • Updated weather effects.
  • Reduce the obnoxious glow particle effect around gem torches.
  • Projectile trails are now coloured based on the elemental type of the projectile.


Crafting + Resources + Equipment

  • Fixed the Atlas so that it only accepts a single augment even if you drag an entire stack on to it (The improvements for ejection help alleviate side-effects caused by this when working with largely saturated inventories).
  • Beacon Plotters now have durability.
  • Added the Centraforge:

    • Please note: this is an early-pre-release look at this feature, and there is still polish and balance to be done. Please feed back on all aspects of the feature, but allow leeway for the fact this is not a final feature.
    • The Centraforge is a machine used to enhance and modify any item of Gear (weapons, tools, grapples, spanners, chisels) to make them more powerful and have different effects and capabilities.
    • After using the Centraforge the result is Gear with one or more Traits applied to them. Traits come in three flavours: Boons (positive Traits), Defects (negative Traits) and Quirks (strange Traits which are normally negative).
    • After placing a Centraforge you will need one or more items of Gear and some Centraforge ingredients to start the process.
    • The only ingredient you have to have is Setting Resin, which ends the process and Sets the Traits onto the item of Gear. You are also very likely to want one or more type of Boon Compound to apply Boons, unless you are wanting to create something very strange! There are numerous other types of ingredients you can use to control what Traits you get and how powerful they are.
    • All Centraforge ingredients are crafted in an Extractor.
    • There are various attributes which affect your chances of success in the Centraforge: your Intelligence, Vitality and Power. The Gear’s Flexibility. The Centraforge’s Power.
    • Your Intelligence, the Gear’s Flexibility and the Centraforge’s Power all influence the Effectiveness of the Centraforge session. The higher the Effectiveness the more Boon points get added and the better the Boons will be. Getting a successful result with low Effectiveness will demand high-quality ingredients and a steady nerve.
    • Your Vitality determines how much Stability the Centraforge session has. Using ingredients will reduce the Stability, if it ever reaches zero the Gear and all used ingredients are disintegrated. Keep an eye on the Stability!
    • Your Power determines how much Vigour the Centraforge session has. Vigour is used up when using some ingredients. There is no penalty for running out of Vigour, apart from not being able to use ingredients that need Vigour.
    • All the attributes that affect a Centraforge session are captured at the beginning of the session based on the person who started the session. Increasing the attributes during the session will not have an effect until the next time Centraforging is started.
    • You can Centraforge a smart stack of Gear, in which case all the items get the same Traits (good or bad).
    • Weapons and tools have been rebalanced to be less extreme in their original form so there is more fun to be had adding the extra features in the Centraforge. This also means that there is more choice of the type of weapon you want. For example it used to be that if you wanted to do Blast damage you were stuck with the 5 shot pattern of a Diamond Slingbow, whereas now a standard Diamond Slingbow is pretty standard, but using the Centraforge you can make it multi-shot, do damage over time, apply status effects, do more damage, fire quicker, or some combination of all of those things.
      Right-click menu of items now shows the stats including the characters attributes, and breaks down what things have affected the final value.
    • Please note: the weapon and tool balance is still work in progress, and will change further with the new skills and skill balance. Please bear with us while we get this right. Feedback on balance is always appreciated.

  • New doors and trap doors with recipes added. Material progression for wood, stone, metal and gleam. Each has a plain, stylish and ornate version. All the non-metal doors are fully tinted, whilst the metal doors are constructed from copper/gold/iron/silver/titanium and will be coloured to match the metal they are created from. You can continue to mix doors of different colours together, but doors of different “type” will not merge or interact as a single door (and thus can be stacked on top of each other instead!).
  • Tweaked the drop attraction for the forge, including removing the lag in picking things up.
  • Reduced the number of Beacon Fuel types to 3 (from 5) with the basic one giving 28 days / 4 weeks of fuel. The aim of beacon fuel is to maintain the activity of the world and clear away retired players. The intention isn’t to punish anyone. Based on feedback we’ve increased the minimum duration from 2 to 4 weeks.
  • When a block drops a bonus item (e.g. flint) the block no longer drop itself too. This is to better protect against macros placing and harvesting the same block repeatedly.
  • Clamped the biggest portal needed to be 24 blocks.
  • Added the Forge:
  • Improved explanation of Centraforge Effectiveness.
  • Re-balanced Flexibility, Vigour and Stability.
  • Added tooltips to Centraforge GUI to help explain what all the elements mean.
  • Fixed trait names and descriptions.
  • Speed up animations.
  • Centraforge ingredients now show correctly in the Knowledge screen.
  • Gear now has a rank value which shows how powerful it is. This goes up and down based on it’s forged traits so that you can compare forged gear against basic gear.
  • Additional logging added to help diagnose miss-prediction in the forge. If you see it please send in your log file in.


Creatures + Combat + Characters:

  • Creature projectile fix that stopped them hitting you when you were at too different a height to them.
  • Cuttletrunk rapid homing attack speed is been reduced.
  • Tier 3 Spitters now use their shotgun attacks.
  • Added a starvation status effect. When the hunger bar is at its lowest point the starvation effect is applied. During starvation the character will take damage. Eat some food to remove the starvation status effect.
  • The skill-based player light source has been positioned away from the players head a short distance infront and above (but forced to never go into the world geometry) to provide better lighting results.
  • The skill-based light will now automatically scale its strength so that it is disabled when the player is already in a bright enough environment (eg outdoors in the day time) to help prevent unnecessary extra lighting from over brightening the scene or hand-held items.
  • Lava

    • Can now swim in lava (try it!) , with movement roughly half the speed of in water.
    • Lava will be correctly rendered from the underside now, and includes a dense fog when under the surface.


    • New skill System

      • The skill system has been overhauled to be more understandable, streamlined, have more meaningful choices and overall be more EPIC.
      • Skills are laid out on the screen in a clearer and more concise way, so it’s easier to find things.
      • There are now two types of skills: basic and epic. All basic skills cost 1 skill point and all epic skills cost 5 skill points.
      • Basic skills can have a number of levels (i.e. you can buy them more than once to increase their effect), whereas epic skills you either have or you don’t have.
      • Some epic skills force you to make a choice – if you choose one skill, it locks out another skill. (e.g. if you choose the Rage Epic skill then you can’t choose the Focus Epic skill).
      • Some of the Skill changes:

        • Removed the basic early skills: Compass, Entity Info, Can Creep.
        • Mastery streamlined, so there is no more difficulty and it is purely additive.
        • Crafting skills now categorised more understandably and interim ingredient recipes are available to all. Recipes are gated based on a Skill “Level” which can be increased by both basic skills and epic skills.
        • Rapid Fire and Charging are now purely based on skills and not the weapon type. So if you buy the Rapid Fire skill then all slingbows will rapid fire.
        • There is now a skill which allows you to dig up surface resources (i.e. Plants, Fungi and Boulders) and replant them.



      • KNOWN ISSUE: Rage and Focus are not currently working after the skills change, this will be fixed soon.



    • Skill sets allow characters to quickly switch between the most appropriate set of skills for the current task.

      • A maximum of 100 skill points can be spent in each skill set.
      • Skill sets can be purchased for Cubits in the Exchange.
      • Each character may have up to three skill sets unlocked.
      • Skill sets can be switched once every 15 minutes, or freely whilst inside your home beacon.



    • Updated exotic creature. Exotic creatures now have extra stat buffs. In addition all creatures can now be exotic.
    • Defeated penalty changes:

      • Your items are no longer damaged when you are defeated and return to the sanctum.
      • Defeat Penalty no longer reduces your character’s stats or abilities.
      • Instead Defeat Penalty applies an XP debt of 10% of the total XP required to reach your next level.
      • Whilst you have debt 50% of the XP you earn goes to paying off the debt, the other 50% is earned as usual.
      • Debt is reflected in the Defeat Penalty status effect. Instead of decreasing over time, the bar will decrease as your XP debt is paid off.
      • Once the debt is fully repaid Defeat Penalty is removed and you no longer suffer the 50% XP penalty.
      • When defeated your warp will open at a random distance from the point at which you fell. Returning to the Sanctum normally will open the warp at the position you left from, as before.
      • When defeated your default warp back from the sanctum will now open a short distance from the point at which you fell. The purpose to respawn players back into the environment outside of the location where you fell. For example, you’ll now respawn away from the meteorite event. Manually returning to the sanctum will continue to open the warp at the location you left from.
      • Reviving ignores the XP penalty. It is applied when returning directly to the sanctum from defeat.
      • A hunger penalty is now applied on defeat.




Sanctum + Tutorial + Objectives + Progression:

  • Adventurer backing tier now get a lifetime 10% beacon plot bonus.
  • Wayfarer and higher backers can now craft a special Founders’ totem in the workbench. The tool is designed to be a helpful quality of life improvement without being overpowered. The totem is as effective as similar material hammers, axes, and shovels - so you get 1 tool that is as useful as 3. But it’s not overpowered as there are still higher material versions of the individual tools available. It’s basically the Boundless Spork.
  • 150+ new Objectives have been added. There are now 25 objectives for each category which aims to showcase all areas of the game to players. The aim of the objectives is to guide the player through everything the game has to offer.
  • 60 new Steam achievements have been added. These are visible on the Steam page, although some are hidden for players to discover themselves.
  • Rewards for objectives and feats have been adjusted.
  • Earlier feats are now more rewarding and higher tier feat rewards have been reduced to balance out the earning rate.
  • Objective rewards have been adjusted due to the amount of new objectives.
  • Beacon Plots are no longer awarded when you level up. You’ll receive Cubits instead which can be used to purchase plots in the Exchange.
  • The number of plots in a beacon no longer contributes to prestige. In past releases adding plots would directly increase the prestige of a beacon. This is no longer the case. However you may still notice the prestige changing up and down when additional plots are added, this is because natural resources can sometimes contribute to prestige and the number of plots can also change the overall balance of the beacon contents.
  • All Objectives have been reviewed, tweaked, polished and fixed.
  • Increased skill point cap for each skill set to 100.
  • Skills points given changed to 4 at level 2 and 2 each level beyond that. This means that 100 skills points are collected by Level 50, 200 skill points by Level 100, and 300 skill points by Level 150.
  • New characters now start with zero plots.


GUI + HUD

  • Quick move and augment-ejection improvements:

    • When ejecting augments from an Atlas/Totem/Slingbow, the augment will try to stack with existing items, or stack inside existing smart stacks, or create new smart stacks, before ever trying to fill an entirely empty slot in the inventory.
    • When quick-moving items between inventories, this will also apply, as well as ensuring that whenever possible the entire item or smart stack of items that is being quick-moved, will be entirely moved rather than only partially. This makes quick-moving especially much more useful as it will prevent the inventory getting too spread-out, keeping it as compact and flat as possible.
    • Improved quick-moving in furnace and portal GUI screens so that you can quick move into either inventories (automatically picks the correct one), machine outputs will also quick move into the machine inputs when the backpack is full instead of just failing.

  • Fixed the beacon-colour screen hiding the item that is referenced when dragging it onto the colour slot.
  • Stop some news flashes from queuing up (entered world, entered settlement and meteorite discovered).
  • Added action logs for entering a world, entering a settlement, and levelling up.
  • Quick use auto-switch on modify is disabled when modifying the quickuse bar of a hand that has a deployed grapple, except when modifying the grapple item explicitly.
  • Contextual messages have been added to the Knowledge panel.

    • Contextual messages (or tips) can now be learned by holding the corresponding button when the tip is on the screen.
    • This removes the tip and prevents it from appearing again.
    • The tip is added to the Knowledge menu in the Tips section.
    • You can select the tip to see more information and allow the tip to appear on the screen again if you need.
    • New contextual messages have been added for the Forge, Chat System, Compacting Fuel, Fuel Types, Beacon Fuel and many more.

  • Added phrases to chat.
  • Increased height of expanded chat.
  • Fix incorrect lighting and effects when picking up torches in to smart stacks.
  • Improved visuals on the loading screen.
  • Added splash screens at the start of loading (game is loading while showing the splash screens).
  • Added full D-pad support to the GUI.
  • Fixed the knowledge screen scroll bar to not be so small.
  • Fixed escape/back to work for all GUI screens and popup windows.
  • Fix for clicking on a button in the GUI sometimes going through into the game and placing a block.
  • Added placeholder credits and licenses tabs to the support screen.
  • Improved performance when playing with many other characters names on screen.
  • New Hints and Tips have been added to highlight new features and some existing features to players. These include tips about the Exchange, how to unlock plots, health bar colours, eating food and many more. Gotta learn them all!
  • Chat now has a selection of fixed phrases to save typing, or to communicate with someone who doesn’t read your language (when we add translations of the text). Please let us know which phrases you think are useful and what would be helpful to add.
  • When you complete an objective or feat you no longer automatically receive the reward. Instead you now need to collect the rewards from the Exchange. If you have multiple rewards you can use the quick collect option to collect all available rewards.
  • Now when you level up, you no longer receive plots. Instead you receive Cubits which you can use to spend on plots or other items in the Exchange.
  • When you level up after 50, you’ll now receive Skill Points which can be used to upgrade a Skill Set when Skill Sets are available.
  • Fix objects vanishing in some locations.
  • Split the game menu into 2. Game menu and character menu.

    • With keyboard open the character menu by pressing TAB.
    • With PS4 controllers open the chat window with touchpad left and the character menu with touchpad right.
    • With Xbox controllers open the character menu with back.

  • Added Exchange screen where players can:

    • Collect the rewards they have earned
    • Buy extra beacon plots with Cubits.
    • Buy extra skill tree sets with Cubits.
    • Buy extra character slots with Cubits.
    • Buy appearance tokens with Cubits to customise the character appearance.

  • Item and block tints are now displayed in the tooltip and expanded details text in the GUI. The tints have all been assigned names separating them into families of base colours and shades thereof.


SFX + Music

  • Added underwater audio.
  • Added grass effects.
  • Added wind effects.
  • Added additional music.


Engine

  • New weather and clouds system. There is a new environmental weather system (data setup still ongoing) which enables weather and ambient effects to differ across both worlds, different biomes of a single world, within caves and the fluids of a single world.
  • This is all driven by a weather simulation on the server driven by the biomes and distributions within the world itself so that all worlds will have their own unique weather patterns.
  • The weather simulation also drives the new cloud system which will tie together with the weather effects allowing overcast skies and fluffy clouds that evolve dynamically and appear the same to all users, but varies around the world.

    • If the weather looks overcast to the East, then if you head East the weather will get worse.
    • If the weather looks clear to the West, then if you head West the weather will improve.
    • If you see elemental clouds to the North, then GO SOUTH!

  • As part of this (once data is fully set up) we will have new elemental effects on higher tier elemental worlds as part of the atmosphere damage system and new per-biome sounds.
  • The clouds are volumetric and ray traced, and fully procedural with semi-realistic lighting effects especially as the sun or moon shines through them.
  • Ambient effects will also vary by biome and time of day.
  • The full weather system requires additional world data that will only be available when we generate new worlds. (Coming soon!) For the current worlds which don’t have the per biome information the simulation still runs but without the specialisation per biome and hence will continue to seem thematically out of sync, ie. snowing in deserts.
  • Further HDR lighting tweaks.
  • Rendering pipeline update for proper sRGB support. Visually, this gives us more accurate lighting and HDR which now uses a filmic tone-mapping operator, but has required world lighting to be rebalanced.
  • All the day/night cycles now have brighter lighting. This makes the worlds feel richer and means light sources, especially gem torches have improved lighting balance in daylight.
  • All particle effects are now lit by the world correctly including hand-held and block-lights, with the exception of some gigantic effects like those of the meteors which are rendered too far away, and too large to be correctly lit. With the much larger dynamic range of lighting in the worlds now, it was no longer possible to fake good lighting for the effects across the day/night cycle leading to effects either being too dark during the day or far too bright at night or in the darkness of caves etc.
  • Fix the horrible looking artefacts around foliage in trees/grass around the foliage fade distance and improve the way the foliage “fades in”.
  • Improve foliage rendering to mostly remove the obvious discontinuities in the lighting of tree foliage geometry (foliage now has per-vertex normals). Additionally, the grass-foliage will now blend well with the ground lighting-wise even if “Smooth Normals” is disabled in the graphics options.
  • General ray-testing has been tweaked so that in most cases, you will ray-test “through” non-collidable meshes like plants or torches, so that when placing blocks, or interacting with objects or chiselling, you will not have these non-collidable meshes getting in the way. When using a melee-item like the totem or shovel etc, then you will of course ray-test against these meshes as otherwise you’d not be able to break them! This also applies to HUD displays of blocks which will ray-test with these non-collidable meshes too so that you can actually see what mesh you are hitting. This is more-so a performance improvement now that the ray-testing is much more expensive for these kind of meshes, but hope you would agree is a gameplay improvement too in general.
  • Allow water/lava to flow into open-warp/portal block spaces so that underwater/underlava portals wont look stupid any more, now that water/lava have independent fog it is now fairly clear that you “are” about to walk into water/lava even without seeing the water/lava plains so is okay to allow this now. “existing” portals will not suddenly have the water/lava flow into their spaces, but if you place/destroy blocks above the portals it will trigger the simulation and it will flow into them. Water/Lava will not flow “through” the portal into the other side (that would be crazy!) but will flow through the backside of the portal at the same location as though the portal was not there at all.
  • Fog:

    • Volumetric fog now works correctly in dark areas (deep underwater, deep in caves) to correctly “black-out” the world when the fog is dense.
    • Transmission properties of the fog corrected to ensure fog falls off correctly, and that the non-volumetric and volumetric fogs work together correctly and that volumetric fog can correctly occlude god-rays/lens-flare.
    • Artefacts visible in water around obstacles in the foreground during heavy fog largely resolved.
    • Fix for some particle effects using additive blending to correctly fade into the fog.
    • Fix for some rendering (beacons/translucent props) not fully sampling fog correctly.

  • Portals/Physics

    • Fixed a physics issues in continuous collisions that was able to force you into the geometry sometimes.
    • Prevent impact-damage in the few frames following a jump to prevent getting damage from slamming your head into corners with full skills unlocked.
    • Fix issues with portals that caused non-smooth transitions when moving quickly through portals that have walls behind them in the original world and some other internal issues that could lead to jerky transitions.
    • Improve water through portals, so that oceans don’t recede massively into the ground as you approach a portal, its not 100% fixed, but far improved. A side-effect is that more complicated setups of water with slopes/crafted blocks will z-fight more than before when looking at them through portals.
    • Fix issues with items in your hands popping out for 1 frame as you go through a portal.
    • Fix some edge-cases in portal transitions where when moving very quickly or interacting with steps, or during mispredictions, you could easily end up on the wrong side of a portal (transition when you shouldn’t, or vice-versa).
    • Fix crazy rubberbanding caused by going through a same-world portal/warp with grapples attached.
    • Fix some minor misprediction issues if moving through water or on slippery surfaces like ice, at the moment as you come to stop where the server would stop you earlier than the client due to sleep logic only applying server-side.
    • Fix some internal issues that would cause the player physics to not idle correctly whilst hanging from grapples.
    • Fix rubberbanding caused by grappling a charging wildstock.
    • Fix some rubberbanding that was possible if moving very quickly through the world due to chunk-meshing blocking resources from physics-mesh creation. If you have a very very complex chunk on a slower computer, it will still be possible, but should generally not be a problem for any hardware good enough to play the game at all.
    • Fix for a bug on the server that could cause certain blocks to not be collidable on the server but still collidable in the client that could cause weird mispredictions and falling through blocks.
    • Fix a bug in the server that could cause physics to get out-of-sync if water/lava was flowing at a reasonable distance from any player/creature.
    • Further improvements/fixes made to the stepping behaviour, you should find you can more accurately go up steps even at more shallow angles and lower speeds now. This also fixed behaviour on ice when “hugging a wall” where you would move too quickly and sometimes pop up and down a bit as you moved. This also had a slight impact on the auto-climb behaviour, but not in a way that is hopefully noticeable at all.
    • Improve behaviour of slippery surfaces so that when transitioning between 45-degree angles from slopes to flat ground and vice-versa the speed of the player will be largely retained. This is a pretty unrealistic change to the physics, since a 45-degree collision should realistically reduce your speed by a factor of ~30% purely from the collision itself, but this change makes slides way more interesting to work with and also actually improves behaviour even on non-slippy surfaces so that as far as the players speed is concerned, the world behaves as though its actually smoother than it really is in the geometry when transitioning slopes. This change is reflected in the impact-damage calculations too, so that even if you hit a 45-degree transition at high speed, if the surface is slippy enough (like the special Slide block or Ice blocks to a lesser extent) then you will also not receive impact damage so slides should damage the player less too! This does not mean that slippery blocks have no impact damage at all, if you land vertically onto a flat slide then you will still end up with impact damage and lost speed, you have to hit the slippy surface at a shallow enough angle to trigger the new behaviour.
    • Little bit of polish for the buying-plinth to have half-block physics and for doors to have thinner physics extents making it easier to walk through single-wide doorways.

  • Removed terrain-saturation/brightness noise for gem/metal blocks, looks more sensible to only have the noise on natural blocks, and means these blocks now look much more visually similar to gem/metal tools and weapons.
  • Improved the terrain-saturation/brightness noise so that it can accurately reproduce the original colour in-world as well as the two additional shifted shades, a deficiency in the implementation prior meant that it would never actually produce the original colour leading to inaccurate shades in the world.


World Builder

  • Block colours and world palettes have been fully revamped to enable the generation of extremely varied worlds.
  • Instead of individual colour palettes distributions per block, there is now a single global root palette of 255 colours generated to evenly cover all hues with a wide range of luminance and saturation. This means there will no longer be 2 colours of a block that look exactly the same but wont stack, and allows us to assign all the colours sensible names in a future. The root palette is then customised per material.
  • This structure will also enable in the future extracting pigment from one material and transferring it into another. If Red Gleam is hard to find, then extract the red pigment from some Red Foliage which are bountiful and dye another plentiful gleam red. This system would also support mixing pigments to synthesis hard to find pigments.
  • This doesn’t mean that Red Gleam will be visually identical to Red Foliage. Each block material is still customised to make it’s individual interpretation of red unique, interesting, and fitting for the material.
  • This system introduces a large amount of new logic to the World Builder with new nodes to define recipes to generate a palette of colours for a world that will then be assigned out of the 255 base palette instead of manually picking colours (this will be used to get ‘procedural’ coloured worlds for all new worlds in future) and also now drives creature colours so we have a way in future to have coloured drops from both blocks and creatures if we wish.
  • Existing worlds and inventories will all migrate automatically to the nearest colour in the new palettes so you will find all colours subtly change.


Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.

  • Breaking any machine during crafting will destroy the ingredients in use.
  • Machines sometimes stop crafting after reaching 0s from the Currently Crafting list.


More bug fixes can be found on the Official Forum.