Heat Update 23 - Gold Panning, Treasure Maps, and the Economy
Thar be gold in them rivers n' treasure in those hills. Strike it rich, sell large amounts of goods, and start a bank. We added a large amount of features to the economy in the game. We also added many improvements based on player feedback.
Stockpiles now have a greater purpose. Going forward, if you stockpile a large amount of matching goods, you will get a much better price for when you sell those matching goods.
We also added a bonus price for certain materials or goods that appear randomly throughout the year, so you may just want to stockpile all your goods in hopes of selling it on the day they are in demand.
Players may also convert stockpiles that are full of money into a bank. When they do this, they will then gain interest from that money in the stockpile. However, as a penalty for this, the stockpile location is revealed on the map. So it is a risk vs reward scenario.
You can also go hunting for treasure if you happen to find a treasure map. Treasure maps have different qualities making some treasure maps more rare then others.
Head down to the river and do some gold panning as well. This is a new way for you to make some money in the game.
We are taking the servers down and rolling them back up in order to process the update. We will also be wiping Official servers for this update.
If you experience a crash or freeze, please follow these steps, especially after an update as it seems Steam sometimes requires a file integrity check after an update to work properly - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Update 23:
- Stockpiles now hold more predictable stack limits. (Usually 100 stacks, but 200 for small items, or 50 for rare / crafted items.) - Stockpiles can now sell in mass for bonus cash. All matching materials increase the bonus, up to 200% value. - Stockpiles can now be used as a bank. Money in the stockpile earns interest. However, upon being converted to a bank, the stockpile location will now show up to all players on the map. - Stockpile banks and sales now operate on a daily shipping cycle. - A random 'Material' and 'Crafted Item' will be worth 200% of its value during each stockpile shipping cycle.
- Added the Copper Gold Pan, Iron Gold Pan, and Steel Gold Pan to search for heavy metals at any river or shore.
- Added the Treasure Map. When used, the map reveals a treasure chest that can be dug up with a shovel. - Added buried treasure chests to the world. These can also be found without a map, by sheer luck. Chests drop a large amount of cash, gems, and equipment.
- Increased the spoil resistance of the Cold Storage and similar containers. - Seashells on the beach can now be collected and sold. - Bandit camps now show on the map. - Added a sort dropdown to basic containers. - Inventory sort selection now properly saves between sessions. - NPC inventories now properly sort. - NPCs no longer show a hypothermia icon, because they ignore the status. - Characters will now slow from 5% to 0% speed between 200% and 600% of their weight capacity. - Fixed mismatched bullet casings while reloading. - Added bullets to reload animations where they were missing. - Buildings can now be deconstructed during a siege. - Accessories like cigarettes no longer consume the entire stack when one is used up. - Smoke and breath particles are no longer emissive in the dark. - Increased the stack limits for ammunition.
- Fixed the performance of money pickups. - Fixed a case where players cannot control their character because they think they are still on the train. - Reduced the number of 'effects' objects that the server generates while loading. - Server settings now properly attach, save, and load in Homestead mode. - The following commands are now available while commands are disabled in the server settings: /help, /version, /logout, /quit, /save, /shutdown, /report, /kick, /ban, /unban, /banlist, /whitelist, /registry, /permission, /config.
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
*Edit*
Update 23 (Hotfix): - Crafting fix for Gold Pans on the Smithy. - Fixed the unresponsive output panel in the shipping bin.
Heat Update 22 - Bug Catching and Fishing
Schools of Fish and insects have appeared throughout the world! Grab a rod, attach your bait, and cast your line to try catch the biggest and most rare fish you can. Cook up your catch for a tasty meal, or sell them in town and at the shipping bin.
Bug Net: Gather some bait using your trusty bug net. Alternatively, you could try shoveling to unearth some worms and beetles beneath your feet.
Wooden Fishing Rod: A cheap rod with a short line and a sinking lure.
Banded Fishing Rod: A fishing rod with a floating lure.
Notched Fishing Rod: A fast-reeling fishing rod with a controllable lure.
We are taking the servers down and rolling them back up in order to process the update. We will also be wiping Official servers for this update.
If you experience a crash or freeze, please follow these steps, especially after an update as it seems Steam sometimes requires a file integrity check after an update to work properly - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Update 22:
- World chunks below the terrain no longer load. (This makes distant ground-level data load a little sooner.) - Added the Bug Catching Net. - Added server-seeded bug swarms at ground level. These can be collected from swarms with the Bug Catching Net. - Added Bee, Black Fly, Butterfly, Dragonfly, Firefly, and Wasp swarms to catch. - Bugs can be collected randomly when using a shovel. - Added Beetle, Grasshopper, Ladybug, and Worm loot drops to shoveled ground. - Added the Wooden Fishing Rod: A cheap rod with a short line and a sinking lure. - Added the Banded Fishing Rod: A fishing rod with a floating lure. - Added the Notched Fishing Rod: A fast-reeling fishing rod with a controllable lure. - Bugs can be attached to fishing rods as fish bait. - Added server-seeded fish schools to large rivers and bodies of water. - Fish vary in size and speed to add more or less difficulty to individual catches. - Added Bass, Mexican Snook, Perch, Pike, Trout and Walleye fish schools. - Added Raw Fish, Cooked Fish, and Smoked Fish. (Much like the meat before it.) - Liquids can no longer be quality-boosted by adding a drop of something better to the top of the bucket. - Items made from materials that cannot have quality levels are no longer an invalid quality. - Fixed the endless shivering during audio hypothermia. - Added minimal heat sources to neutral buildings, so that players inside them will not freeze.
NOTE: - Re-bundled 32 GB of textures, which will be downloaded and replaced. (The bundles were corrupted during an unusual build error so we had to rebundle.)
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update 21 - Seasons, Temperature, and Weather
Seasons and temperature have arrived in Heat! Enjoy the crisp colors of fall, or the long snowy days of winter. Prepare your homestead for the winter time by keeping ample food supply as you cannot farm during this season. Wear some insulated clothes, keep them dry, and light some furnaces to keep warm. The Newspaper now reports the weekly weather forecast, as its important to know when the rains will come. We also improved the weather effects.
Be careful not to freeze to death when the temperature dips below zero. Stay warm by placing Heaters, Campfires, and Stoves. You will also want to keep your clothes dry and spend some time in Shelter to warm up. Holding a torch can also warm you up, although at a reduced rate.
When its too hot, and you are dehydrated, you will take Heat related damage. Stay Hydrated and wet your clothing during hot summer days in order to prevent overheating, especially when you visit the desert or tropics.
We added a new Resistance stat in the game. Increasing this will allow your character to last longer in hot or cold weather conditions. Seeds can no longer be planted in the winter, and crops will slowly die in the winter as they cannot retain water.
Night time has also been extended, and a Miners Hat has been added which allows you to have a powerful light attached to your hat. This makes it easier to travel or work at night.
You can now change your Homestead experience before starting a new game, by changing the clock speed, how much energy you have, and many other conditions. Alongside these changes, the update contains many fixes and changes based on community feedback.
We are taking the servers down and rolling them back up in order to process the update. We will also be wiping Official servers for this update.
If you experience a crash or freeze, please follow these steps, especially after an update as it seems Steam sometimes requires a file integrity check after an update to work properly - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Update 21:
- Changed weather patterns (Wind, Rain, Clouds) to be predictable in the newspaper. - Separated cloudy skies from rain, allowing overcast days. - The newspaper's weather tab now reports a precise overview of the week in your current location. - Extended night, now lasting ~3 hours of the day, instead of sunrise beginning immediately after sunset. - Added air temperature that changes by location, season, and day / night cycle. - Added the "/temperature" command, adding a positive or negative offset to the global temperature. - Added a body temperature stat to player characters. If the body temperature gets too high or low, the character takes damage. - Added a thermometer icon to the HUD to indicate when world temperatures leave the character's comfort zone. - Clothing that appears light and shady gives 'heat armor', increasing your character's comfort zone in hot weather. Wet clothing increases 'heat armor'. - Clothing that appears insulated gives 'cold armor', increasing your character's comfort zone in cold weather. Wet clothing reduces 'cold armor'. - Characters approaching heatstroke body temperatures will spend hydration to resist heatstroke. - Added radial heating to Campfires, Bonfires, Fireplaces, Heaters, Stoves, and the handheld Torch. - Added a range indicator to stations that provide heat while placing their hologram. - Added the 'Resistance' stat to the character sheet. Points added to this stat increase your character's resistance to hot and cold weather. - Reduced the required level for Heater research to lv5, down from lv30. - Added the Mining Helmet as a hands-free light source. - Added "enableTemperature" to the server settings. This enables the fluctuating world temperature. - Added "rainMultiplier" to the server settings. This reduces rain when set between 0 and 1, or increases rain when above 1. - Improved the visibility of rain and snow particles. - Leaves now change colour during autumn and winter seasons. - Temperatures below 0 now cover the world in snow. - Campfire, Bonfire, Fireplace, and Heater stations now provide radial warmth while lit. - The hand Torch now provides warmth while lit. - Seeds can no longer be planted in winter. - Crops can no longer retain water in winter. - Grain can now be planted in Spring. - In Homestead mode, months have been removed and replaced with 28 day seasons. The year is now 112 days, down from 336. - Added Coffee as a new liquid type. - Added Coffee to the Shipping Bin and Washington General Store. - In Homestead mode, Coffee temporarily reduces the energy-draining effect from 2:00am to 6:00am. - Added options while creating a new Homestead file, allowing customized clock speed, movement speed, resource multipliers, and starting stats. Existing games can adjust a few of these options with a database browser. (eg. Open the 'Server.db' save file and edit the ScenarioModifier table.) - Fixed a rounding error that placed Homestead items in the air when starting a new game, depending on computer hardware. - Fixed volume multipliers that were potentially muting music and reducing other sound categories. - Fixed more blurry textures and oddities found around merchants. - Fixed seasonal availability for the Shipping Bin. (Though in-game seasons start on the 1st of the month, the Shipping Bin was waiting to the 21st.) - Fixed the garbled date HUD in Homestead mode. - Fixed vendors that ignored your Homestead bank account when buying items. - NPCs can no longer deal collateral damage / wake to sleeping NPCs. - NPCs will now attempt to snap above the terrain if they are below it. - The "Downloading Characters..." loading step has been split into 'selecting' and 'downloading' steps with fixes to reduce the chance of failure.
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update 20 - Bug Fixes and New Farming Audio
Since the last update we gathered feedback and made a list of bugs + exploits to fix. We decided it would be best to focus on fixing these first, before moving on to additional new features. We also added some new audio effects to the farming system.
Now that we are done this update, we will be starting work on a next update. In the next update, we plan on refactoring seasons and weather, adding temperature, making design changes to how these systems work in Homestead vs MP, and introducing additional new audio effects to many areas.
We are taking the servers down and rolling them back up in order to process the update. We will be wiping Official servers for this update. Community servers should not need to wipe.
If you experience a crash or freeze, please follow these steps, especially after an update as it seems Steam sometimes requires a file integrity check after an update to work properly - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Update 20:
- NPCs will no longer delete stacks of water from provision station if they have no bottles in their inventories. - NPCs will now drink from provision stations if they are thirsty while they have no bottles. - Added "lockContainers" to the server settings. Enable this to lock every container and station in the game, EXCEPT the Land Claim Flag. Player-owned containers can no longer be lockpicked. This will now be the default on official PVE servers. - Added "lockFarms" to the server settings. Enable this to disable farm planting / collection for enemy players on claimed land. This will now be the default on official PVE servers. - Merchandise stacks and President / Governor / Sheriff / Chief equipment will now drop on death, even with 'Keep Items On Death' enabled. - Deconstructing a building will now check validity before refunding materials. - While 'Structure PVP' is disabled, NPCs will no longer deal collateral damage to buildings that were not their target. - Off-season seeds are back in stock at the shipping bin, for an increased price when out of season. - Reduced water spent by sprinklers to 6 per game day, down from 24. This will allow your sprinklers to water longer. - Reduced water held by sprinklers to 1000, down from 2000. (Combined with reduced sprinkler water spend rate, sprinklers now hold water for twice as long as before.) - Increased fuel capacity of candles, torches, and lamps to 8 hours, up from 2 hours. - Fixed the 'sky check' on Land Claim Flags. (Terrain collision above a flag will invalidate the selected position.) - Added the 'sky check' to beds. - Fixed the 'overlap check' on placed items. - A failed quitclaim will no longer reset the Land Claim Flag cooldown. - Removed collision from placed fireworks. - Added a short cooldown after chatting with NPCs, so that the chat box doesn't open again when the 'Interact' and 'Close' hotkey are the same. - Fixed blurry textures that were not properly streaming in the Washington General Store. - Added audio for harvesting farm plots. - Added audio for sprinkler effects. - Added audio for watering can effects. - Added audio for Land Claim Flags. - Added audio for money equip / throw.
*Edit - August 15 2020 - Update 20 Patch*
- Power Position PVE doors / containers will no longer lock along with the 'lockContainers' server setting. (eg. The White House) - Merchandise is now properly priced at the Sacayo Arms Trader. - NPCs can properly consume items again with the 'Remote Use' button in their inventory.
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update 19 - Early Access Transition, Merchants, Bankers, and Outlaws
We have been working hard on Heat the past few months and put together a large update. Heat will be transitioning out of Early Access with this update, as we have now completed our internal roadmap that we set upon ourselves a year and a half ago when we first released Heat on Steam.
In that time Heat has become much more stable, optimized, and has received many new features, many of which were community suggestions. However, even with the optimizations we gained, Heat is still a graphics heavy game requiring a high-end PC. As it was designed and built from the ground up for high end PCs due to its use of high-quality photo scanned graphics and always online nature. While this has hurt the game’s success in the review department, we have always tried our best to be upfront about it by listing the minimum and recommended system specs on the Steam store page, and by doing our best to optimize as much as we could since release. In hindsight, we would not have gone so heavy on the graphics, as it really limited the number of players that could play. Hardware (GPUs and CPUs) no longer improve as quickly year-over-ear as they once did, and it has become much more expensive to upgrade a PC as the technology improves.
Now that we have left Early Access, we will continue to support the game, and start work on another update. In the next update, we plan on refactoring seasons and weather, adding temperature, making design changes to how these systems work in Homestead vs MP, and introducing new audio effects to many areas for additional audio polish.
This update contains many new features, design changes, audio, and bug fixes.
One of the areas we had yet to flesh out was the towns. With this update, Towns have been given a big upgrade and now are more alive with NPC Merchants throughout Washington, Tombstone, and Sacayo. You can buy and sell to them, and each town has some unique goods for sale in which you can trade between towns for a profit. Merchants sell items you cannot buy from the shipping bin catalogue, and are a convenient way to sell your items when traveling.
Innkeepers have also been added, whereby you can sleep at the Inns in single player, or heal there in multiplayer for a small price. We also added a bank in town which grants you the ability to gain interest on the money you deposit at the bank. However, you can only deposit and withdraw from the bank in person, so you have to visit town in order to do so.
Players can now buy and gift a dowry to any townsfolk in order to buy their affection. Also, the train stations can now be used to fast travel from town to another location along the tracks.
If you decide to become an Outlaw, shooting at townsfolk, you will now receive Heat, and have the law chase you down.
Homestead has also received many improvements based on player feedback. For example, we have added the ability for players to place items in tent or tepee zones, and the ability to fast travel between beds without dropping items. This allows you to explore the world and set up base camps that you can save at and fast travel between.
Base stamina has been largely increased in Homestead, and we implemented some community requested features such as yawning, and giving player visual ques when their stamina is getting very low.
Alongside these features, there are many new server settings, bug fixes, server-side optimizations, and design improvements.
We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not.
If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Update 19:
- Added Merchants to Sacayo, Tombstone, and Washington. These Merchants may offer better prices than the Shipping Catalogue. - Added Innkeepers to Sacayo, Tombstone, and Washington. The player will sleep until the next morning in Homestead mode, else be healed in multiplayer. - Added Bank Tellers to Tombstone and Washington. The bank offers a safe place to store cash and earn interest. - Added Travel Agents to the Tombstone and Washington train stations. The agent offers fast travel along the track at a weight-based price. - Added the Wedding Dowry item, allowing a player to buy a Townsfolk's affection. - Townsfolk no longer count toward a player's wildlife spawn limits. - Killing townsfolk now gives the offender and nearby allies a Heat Level. - Added daytime ambience to towns.
- Reduced the energy cost of Homestead activities by 40%. - Fixed a daze effect was not appearing when energy in Homestead is below 25, and added yawning sound effects for added warning. - The Homestead file selection menu can now adjust the number of auto-saves that it keeps. - The main menu now pauses the game while open in Homestead mode. - Tents now provide a buildable radius in Homestead mode. - Fast travel between beds is now enabled in Homestead mode. This travel costs in-game time based on movement speed, but does not drop items. - Tents now show a map icon in Homestead mode. - Added 'Save & Exit Game' to Homestead mode, instantly sending your character to the nearest bed to save and exit the game. - The Outlaw in Homestead mode now gains heat levels while in town. - Reduced the price of 'skipping over land' when placing a flag in Homestead mode by 50%.
- Equipped bottles, watering cans, etc... can now be quick-refilled from other containers in your inventory. A prompt will appear when the held bottle is empty. - Fixed the capacity of bottles in item tooltips. - Added a tooltip to show that it is possible to split items that contain other items. (eg. Bottles or Pipes.) - Fixed the whiskey-strength stun that animals got from drinking Milk, Salt Water, and Purified Water. (Also Moonshine is now stronger.) - NPCs can now refill bottles that they are holding when they interact with a Beverage Provisions station or a Watering Trough. - NPCs now have better timing when chain-eating food or bandaging. - The Beverage Provisions station and Watering Trough can now hold un-bottled liquids. - Land that cannot be purchased will show that it is owned by America on the land HUD. - The shipping bin now shows a total of deposited cash while exchanging, instead of the item slots that hold the cash. - Added a defecation status icon, showing when character runs out of patience. - Reduced hunger and thirst by 25% for all characters and creatures. - Creatures and NPCs can now properly spawn near sleeping players. - Fixed the default equip sound. (A sound should play for equipping any item.) - Fixed missing Equip / Placement / Placement Error sound effects for furniture and stations. - Fixed missing Swing audio for Rakes, Hoes, and Shovels.
- Spawned wildlife can now despawn while in range of a player who did not spawn the creature. (eg. This allows a player to leave their friend at home and continue spawning wildlife as they travel.) - Fixed a server-side performance issue when a Gunslinger would try to identify a wild animal's guild. - Fixed melee error spam when a player hits the ground near another player. - Fixed the load / unload speed of large farms. - Fixed the on-screen money counter in Homestead mode. - Fixed the local chat so that it no longer displays "$1" at random. - Added a no-build zone to beds. (Where a character would sleep.) - Local chat fading now stops fading out at 25% opacity. - Reduced local chat range to 50m (164'), down from 100m (328'). - Fixed bounty timeouts, now allowing them to expire after a week. - Added a backup name to bounties, allowing them to display a character name in more situations. - Fixed Multiple Exploits
- Reduced the death time of empty farm plots from 50 hours to 25 hours. - Reduced the death time of dry crops from 50 hours to 25 hours. (Crops still dry out in 25 hours.) - Fixed farm water’s relationship with game time, now accurately operating in game hours when the speed is adjusted. - Seeded plants now die when picked 3 to 12 times, depending on their growth time. - Picked crops no longer revert to empty farm plots. The ground must be tilled again. - Fertilizer, Growmentum, and Soil Soak now linger where a farm plot was recently removed. - Fertilizer bonus is now penalized if the plant is not in-season or properly watered. - Seeds are now sold during the season that they grow the fastest and highest quality. - Sprinklers now accurately increase a crop's water duration by 100%. - Sprinklers now consume water for each hour that they run. - Rainfall is now a full refill per day during a storm, but weaker with less rain. - Fixed the missing sprinkler particles for the host player. (eg. Homestead mode.) - Farms now grow at 50% speed in Homestead mode, up from a guesswork ~25% speed. - Fixed the capacity of the Water Pump and Water Windpump, allowing more than one slot of water. - Increased the output of the Water Windpump to 7 per minute, up from 5, so that it fills in ~12 hours like the others. - The Well, Water Pump, and Water Windpump now produce based on game time. (They are now much faster in Homestead mode.)
- Added NPC party size to the server settings. - Added categorized NPC limits and to the server settings. - Added the "/popupTo" command, similar to the "/popup" command. This version attempts to select player names from the beginning of the message. (eg. /popupTo "Player One" "Player Two" "You guys are the best, don't tell the others.") - Added the "/questionTo" command, similar to the "/question" command. - Added the "/poll" and "/pollTo" commands, opening text input popups for each recipient. The results are displayed to the player who issued the command.
If you took a break, or are coming back after a long period of time, we thought we’d compile some of the important changes made to the game throughout the Early Access Period:
We look forward to everyone's feedback on the update. We are very fortunate to have a great community and we thank everyone for your interest in building a great Western Survival Game over the past year and a half! Thanks for all of your suggestions, we feel the game has grown to be much better than it otherwise would have been, and look forward to continuing along this path of improvement.
- Code}{atch
Heat Update 18 - Bug Fixes, Server Sided Optimization, and Stability
Over the past months we gathered up a big list of critical bugs to fix, and have been working hard to fix all these bugs. Were releasing a new update today, which which is the result of many bug fixes and changes based on community feedback. It also contains many server sided optimizations and stability fixes.
We are happy to see that many have been playing and enjoying the new Homestead mode. We also understand that many enjoy the online modes as well. We appreciate your support and we look forward to continuing to improve the game.
We are taking the servers down and rolling them back up in order to process the update. We will be wiping Official servers for this update. Community servers should not need to wipe.
If you experience a crash or freeze, please follow these steps, especially after an update as it seems Steam sometimes requires a file integrity check after an update to work properly - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Update 18:
- Small CPU optimizations all around. - Fixes for frequent console errors, many of them. - Fixed a slow CPU-consuming system that was leaking on the server. (Old saves will see a significant performance boost.) - Reduced the amount of time that the NPC pathfinding takes to save. Saves with few enough structures will skip compression to gain more speed. - Added "autoCullInventory" to the server settings. This deletes old containers that have no connection to the game world and have not been used in 15 days. (Selected containers are assumed to be leaks. Player inventories and special containers cannot be culled.)
- Disabled debug/error logging in Homestead mode. - Paintings will save in Homestead mode. - Paintings will re-apply their texture load shortly after loading, for those cases where the model had not loaded yet and the canvas remained blank. - Fixes for furniture collision, either missing from holograms or using the wrong collision data when placed. (Yes, those crocodile hands were a tabletop after all.) - Disabled 'Security Level' interactions on furniture that cannot actually secure anything. (eg. Chairs, Tables, Shelves, etc...) - The map will properly load land highlights in Homestead mode. - NPCs will now default to sleep when they aren't properly assigned to a party. (They were attempting to join a party to stay awake, but the behavior is unexpected.) - Fixed the inventory scrollbar to remember where it was when the menu closed. - The 'Saving' blackout pane now appears when auto-save is disabled. - Land flags now have 1HP when data is missing, allowing broken flags to decay or be killed.
- Dead animals can no longer be tamed. - Fixed the missing wallpaper on the in-game loading screen. - Fixed the missing loading screen for the main menu. - Sleeping players will now attempt to snap to a surface before using physics to settle into place. (The physics were not fast enough to get them to the ground on logout before an area unloads.)
- Added redundant backup saves for character level, appearance, inventory, and research. (eg. The backup data is chosen if it has a higher level or finds a functional old inventory.) - Added a character recovery step to the player loading process. (The server searches the database for character data that is 'disconnected' from its player data.) - Reduced the building grid space occupied by fences to reduce the chance of the "Removal would cause collapse" error. - Increased the preset settings for texture streaming. (Community anecdotes suggest that this improves streaming in general.) - Fixed the settings menu offering integral values 'minus one'. (eg. That framerate cap that stops at 239 instead of 240.)
- Fixed animal spawns attempting to select bogus spawn locations. (Often the animal never spawned.) - Fixed a relationship between wild animal spawns and tamed animals that eventually ended all animal spawns. - Minimum animal spawn radius is now based on player position. (This eliminates a dead zone that prevented spawning. Overall map coverage is significantly improved.) - Guns can no longer be silenced by swapping after firing. - Sales made at distant Shipping Bins are now included in the overnight summary in Homestead mode. - Marshals will no longer spawn in naked. - The "Cutting Rope" bar will properly indicate the time to escape.
- Added anonymous players to the 50/50 Draw in Homestead mode. - Added a no-build zone to the Governor's Plantation. This no-build zone follows the front road until it exits the Governor's land. - Adjusted the no-build zone in the White House. Underground gaps now have no-build zones. - Increased the value of animal skins in multiplayer by ~250%. - Increased the health of the Gunslinger Tent to 1500, up from 250, but it remains weak to Bash attacks. - Characters now poop half as often. - Characters no longer begin an endless cycle of poop prompts when the server time is paused. - Items that combine with other items can now be applied to/from any container. (This problem was often seen when trying to remove a liquid from the shipping bin.) - Containers specify if they can hold 'Heavy Goods'. - Added bullet points to item types to remove the ambiguity of 'Heavy Goods' and 'Container' versus a 'Heavy Goods Container'. - Increased Outhouse range from 5m to 50m. - Increased Outhouse (Enhanced) range from 5m to 75m. - Players can now damage structures that they own in PVE mode. - Reduced the damage of wild Wolves to 10, down from 15. - Increased the minimum and maximum radius of predatory animal spawns and bandit camps. - Increased the minimum radius of large animal spawns. - Decreased the minimum radius of small animal spawns. - Deconstructing your home is free in Homestead mode.
As well, in-case you missed it, we had also patched the game twice after the last update:
Update 17: [Patch 1]
- Starting gear that holds liquids now has a proper capacity, so they don't need to be emptied first. - Fixed the great flood of server console exceptions when a player disconnects on the train. - Dead animals will no longer attempt to bleed when hit. - Reduced the value of animal skins and raw meats. - Skinning animals drains extra energy in scenario mode. - Removed Shipping Bins from the catalogue in Homestead mode. They can be properly crafted again. - Children can no longer be abandoned in Homestead mode. - The "Mute 'Gross' Sounds" button now works on pooping and horking SFX. - Energy can now be upgraded in Homestead mode, in the same way that Health can. - In Homestead, Passing out from exhaustion on your property is now half-price, while doing so indoors is free. - Added a status icon to show when the player is sheltered / indoors. - Added more detail to processed item tooltips, now saying where each one is processed. (And saying so on more than just metals.) - Increased the NPC limit in towns. - Reduced the nutrition of produce, especially berries. - Reduced the yield of regrowing crops to make up for the lack of re-seeding costs. (eg. Corn, Strawberries) - Fixed the yield of some crops that were under-performing. (eg. Turnips, Carrots, Grain) - Fixed the unnecessarily aggressive deer and birds. - NPCs hit human targets more consistently, now aiming for the collarbone instead of the forehead.
Update 17: [Patch 2]
- Fixed exploit introduced in Update 17 concerning the presidents tax chest and the shipping bin. - Homestead characters will no longer forget how to defecate. - More fixes for common server errors, mainly when creating NPCs. - Updated the "/itemlist" command to grey out items that cannot be given to players. - Updated the "/itemlist" command to show the blueprint ID after each item name. - Updated the "/give" command's overall flexibility, and its ability figure out player names, item names, and numbers. - Updated the "/give" command's help messages to clarify that an 'Item Name', 'Search Index', or 'Blueprint ID' may be used. - The "/give" command now accepts blueprint IDs. (eg. "/give 8713" will give a full stack of Dollars.) - The "/give" command Now accepts item qualities. (eg. Legendary, L, or 4 may be used to select the highest quality: "/give Horse Legendary") - Fixed the "/give" command confusing a player name as part of an item name. (eg. "/give Dollar Timmy" no longer looks for an item named "Dollar Timmy" when Timmy actually exists.)
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update 17 - Welcome to Homestead
Grandpa has passed down his old farm to you. Help nurture it back to life in the new Homestead mode for Heat.
Homestead is a new Single Player mode, in which you build an amazing farm by day, and go to sleep at night. It was inspired by games such as Harvest Moon and Stardew Valley, but we wanted to take it in a different direction, mixing in many survival elements.
You can pick from 10 different scenarios which are described below. Each scenario has a different starting homestead, starting equipment, and some have special conditions. The game saves when you sleep at night, you can load up old saves, and it supports full admin commands.
List of New Scenarios:
Plains Scenario:
Grandpa was a Rancher. He lived on a ranch between Washington and Tombstone.
Forest Scenario:
Grandpa was a Farmer. He lived in a little house on the prairies between Washington and Tombstone.
Appalachia Scenario:
Grandpa was a Politician. He had a house near Washington.
Hills Scenario:
Grandpa was a Homesteader. He had a cabin in the backwoods.
Swamp Scenario:
Grandpa was a Hillbilly. He owned a shack in the swamp.
Tropics Scenario:
Grandpa was a Adventurer. He had a shack in the jungle.
Mountains Scenario:
Grandpa was a Miner. He had a Tent in the mountains.
Monument Valley Scenario:
Grandpa was a Native. He had a Teepee in the desert.
Condition: "Pay No Taxes"
Desert Scenario:
Grandpa was a Outlaw. He had a Tent in the desert.
Freedom Scenario:
Grandpa was a Drunkard. He had nothing.
Condition: "Choose Your Own Destiny"
We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not. We also merged some of the Official Servers to encourage players on the same servers.
If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Alpha 17:
Restore your overgrown farm to its former glory
- Players can now select between multiplayer (HEAT) or single-player scenarios (Homestead) after pressing the play button. - Scenarios begin with a preset property and custom rules, tax rates, etc...
Below is a list of unique changes in Homstead Mode:
- The player is given an energy stat, limiting how much physical labor they can perform in a day. - The player can sleep to save the game, advance to the next morning, and refill their energy. - Shipping Bins exchange each morning. - The Forest and NPCs grow much slower. - You will need to water your crops each day. - Goods harvested on un-owned land are marked as stolen. Stolen goods are worth very little money. - Claiming land has an up-front price, which increases the further you go from your homestead - There is no decay, and no daily taxes are paid for the property. However, spoilage is still a part of the game. - Increased NPC party size to 25 in scenario mode, up from 4.
We also gathered feedback from the community, fixed a number of bugs, and introduced some new improvements.
- The main menu scenery is much more pleasant. - The bleeding debuff now properly deals damage while it is active. - Moving items in the Shipping Bin's input slots will no longer cancel an order. - Fixed clothing that could not be researched. - Bandit masks no longer need steel ingots to research. The material is now Thread. - Loot sacks no longer decay, but they still despawn as usual. (The rapid decay speed in town was killing loot sacks.) - Rain particles will attempt to collide with buildings, preventing indoor rain. - Jumping on a mount now consumes extra stamina, falling consumes none. Falling off a cliff or jumping downhill previously drained your stamina bar, now only the jump affects stamina
- Compass icons no longer get stuck to the bar when a target is removed and added in the same frame. - Fixes for frequently-spammed server errors. - Floating damage text now includes party members. - Geodes that failed to crack on a campfire no longer leak memory. - Optimized experience-earning systems. (They were slowing down damage-dealing and crafting events.) - Guns that were spawned by someone other than the NPC's owner now work properly in their hands. - Improved responsiveness of animal attack animations. - Improved the aim of animal attacks, and of humans attacking them. - NPCs will try not to look in random directions while aiming at something. - NPCs will try not to stare at their feet when they reach their destination. - Fixed NPC data going missing between the last save and server shutdown. - Added missing swing animations from 'NPC-use' to doors, gates, shutters, etc... - Sleeping girls won't fly away into the sky. - Sleeping NPCs will always eat their food, they no longer need to wake up once per server session. - Children are better at eating their food. - Disabled the save admin command in scenario mode, as saves are done at night upon going to sleep. - Placing prefabs on bumpy ground no longer denies placement for touching the ground.
There are plenty of ways to make money.
- Increased the price of seeds to 250% of their original values. - Higher tiers of Fertilizer / Soil Soak / Growmentum are now available at the shipping bin. - Fully-watered crop highlights turn green, because figuring out which shade was the blue-est was hard. - Wood Buckets can now be crafted on a player, without a Smithy. - Increased the speed in which you harvet animals. - Increased the harvest damage of the Steel Woodcutter's Axe from 44 to 60. - Increased the harvest damage of the Steel Hatchet from 32.5 to 45. - Increased the harvest damage of the Iron Hatchet from 25 to 30. - Increased the capacity of the Metal Bucket from 100 to 300. - Increased the capacity of the Wood Bucket from 60 to 150. - Increased the capacity of the Steel Watering Can from 100 to 150. - Increased the capacity of the Iron Watering Can from 75 to 100. - Increased the capacity of the Copper Watering Can from 50 to 75. - Increased the capacity of the Clay Watering Jug from 25 to 50. - NPCs that are not in a party on startup will attempt to join their owner's party. - NPCs that fail to join a party on startup will sleep. - Food can generally be consumed faster, with small items like berries being very fast to consume.
We look forward to everyone's feedback on the update. And we thank you for your support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Edit: Jan 7th 2020 - Update 17 - Patch
We updated the game with a patch for Update 17, fixing a number of issues brought up by the community, alongside some balance changes. This update wont require a wipe.
Update 17: [Patch 1]
- Starting gear that holds liquids now has a proper capacity, so they don't need to be emptied first. - Fixed the great flood of server console exceptions when a player disconnects on the train. - Dead animals will no longer attempt to bleed when hit. - Reduced the value of animal skins and raw meats. - Skinning animals drains extra energy in scenario mode. - Removed Shipping Bins from the catalogue in Homestead mode. They can be properly crafted again. - Children can no longer be abandoned in Homestead mode. - The "Mute 'Gross' Sounds" button now works on pooping and horking SFX. - Energy can now be upgraded in Homestead mode, in the same way that Health can. - In Homestead, Passing out from exhaustion on your property is now half-price, while doing so indoors is free. - Added a status icon to show when the player is sheltered / indoors. - Added more detail to processed item tooltips, now saying where each one is processed. (And saying so on more than just metals.) - Increased the NPC limit in towns. - Reduced the nutrition of produce, especially berries. - Reduced the yield of regrowing crops to make up for the lack of re-seeding costs. (eg. Corn, Strawberries) - Fixed the yield of some crops that were under-performing. (eg. Turnips, Carrots, Grain) - Fixed the unnecessarily aggressive deer and birds. - NPCs hit human targets more consistently, now aiming for the collarbone instead of the forehead.
Edit: Jan 9th - Update 17: [Patch 2]
- Fixed exploit introduced in Update 17 concerning the presidents tax chest and the shipping bin. - Homestead characters will no longer forget how to defecate. - More fixes for common server errors, mainly when creating NPCs. - Updated the "/itemlist" command to grey out items that cannot be given to players. - Updated the "/itemlist" command to show the blueprint ID after each item name. - Updated the "/give" command's overall flexibility, and its ability figure out player names, item names, and numbers. - Updated the "/give" command's help messages to clarify that an 'Item Name', 'Search Index', or 'Blueprint ID' may be used. - The "/give" command now accepts blueprint IDs. (eg. "/give 8713" will give a full stack of Dollars.) - The "/give" command Now accepts item qualities. (eg. Legendary, L, or 4 may be used to select the highest quality: "/give Horse Legendary") - Fixed the "/give" command confusing a player name as part of an item name. (eg. "/give Dollar Timmy" no longer looks for an item named "Dollar Timmy" when Timmy actually exists.)
Update 16 - Animal Farming, Spitting, Fast Travel
We hope you have some fun in our new update. This update contains new improvements. We also added more depth to the games economy, and many new features.
Start your animal farm with cows, sheep, chickens, and goats. Enjoy milking cows, shearing sheep, and picking up chicken eggs. New provision stations will make taking care of large amounts of animals much easier. We also worked on the fences, so you can now let your animals wander in your pens.
Animals level up now, and we also added the ability to sell your animals, and buy farm animals. Higher level animals fetch a higher price. You can also now pick up your animals and put them in your inventory (warning, they are really heavy), to help you move them around.
We also put some fun features in, such as throwing eggs, and the ability to spit like a Cowboy! So the next time you take your horse down the old town road, hock a loogie.
We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not. We also merged some of the Official Servers to encourage players on the same servers.
If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) -
https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Alpha 16:
You'll want to keep your chickens in a coop so picking up the eggs is easier
- Added Stone / Iron / Steel Shears. These can be used to collect wool from sheep.
- Added Wood / Iron / Steel Milk Pails. These are large spoil-resistant containers, but limited to milk.
- Sheep now grow their coat over time and can be shorn for wool. Animal quality affects loot quality.
- Cows and Goats produce milk over time and can be milked. Animal quality affects loot quality.
- Hens and Ducks produce eggs over time. Animal quality affects loot quality.
- Fences can no longer be climbed by NPCs.
- Added 'Provision Containers' that nearby NPCs may automatically take items from. The provision container types are: "Food", "Water", "Pet Food", "Pet Water", and "Ammo".
- Animals now gain experience like human characters.
- Animal stat tooltips now display the correct increase when leveled-up.
- Animal health and carry capacity is now ~12% higher than it used to be. (From fixing the bug behind their level-up bonus.)
- Added common farm animals to the shipping catalogue: Horse, Donkey, Cow, Goat, Sheep, Chicken, and Pig.
- Animals can now be collected back into your inventory, allowing you to sell or trade them.
- Animals will properly gain taming progress when your party is full.
- Animals tamed with a full party will now sleep on completion.
You can now fast travel between beds, or fast travel to any area of the train track after death
- Players can fast-travel between their beds. This drops any held items and consumes the bed's respawn timer.
- Players can respawn anywhere along the train track after death.
- Optimized the performance hit from character death and respawn systems.
- Players can throw eggs. On impact they will make a messy splat.
- Players can spit by holding down the Q key (rebindable). Holding down the key longer to spit larger, more disgusting lung butter.
- Players properly receive the base tax rates when they join a server.
- The Lucky Loot scratcher is a bit more generous with high-end loot chances.
- The Golden Ticket scratcher is much more generous all-around.
- The Sleight of Hand scratcher properly selects its 'losing loot'.
- The 50/50 draw won't pick an instant winner on every server restart.
- The shipping catalogue will correct itself if it finds new or missing items, fixing any strange un-buyable items.
- Items should properly split and re-stack when they look compatible. (Specific combinations like food with a quality level were failing to re-stack.)
- Deer attacks and burning animal screams will no longer select human voices.
- Paintings in the database will properly delete their related images when the canvas dies.
- Placed items will no longer fail and spend the item when placing near no-build terrain. (eg. Train track gravel.)
- Farm plots can be collected when the selection shape is a single tile. (eg. Collect is still disabled when using a tool with a 2x3 shape.)
- Ramp holograms now snap to the end of other ramps, just like the straight stairs do.
- Fixed the pure-black soil on farm plots when they are seeded and watered.
- The Howitzer is no longer ammo.
- Chicks can no longer be abandoned.
- Children are now abandoned at a distance of 200m, up from 50m, and the chat message is less intrusive.
- Level-capped characters will properly share experience with nearby friends.
We look forward to everyone's feedback on the update. And we thank you for your support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Alpha 15 - Fireworks, Signs, & Farming Revamp
Were happy to release another update. We added some new cool new features into the game, plus much more depth to the games economy. Celebrate with a bang by lighting up some fireworks, or just shoot them at your friends. Craft and paint signs to help organize your belongings and express yourself.
The economy is deeper in the game now, as crafted and processed items inherit the quality of their input materials. Higher quality items have more health or durability, and sell for much more. Farming has also received attention with a number of ease of use updates and bug fixes. Farming is more profitable and now has a chance of dropping geodes. You can now visualize what the fertilizer and water levels are on the building grid (Hit "Z" to activate while holding a watering can or tool).
There is also a number of new optimizations in the game, that will help the game run better when moving throughout the world on foot or on a mount.
We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not. We also merged one of the NA Official Servers to encourage players on the same servers.
If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) -
https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Alpha 15:
Fireworks can be crafted at the Laboratory
- Color Fountain Firework
- Color Mine Firework
- Glory Banger Firework
- Thin Skyrocket Firework
- Tiny Tipi of Terror Firework
- Added fireworks to the President's Provision Box.
- Fireworks can be crafted at the Laboratory.
- Optimized Forest instance system to improve framerate while running through the dense forests and plains.
- Optimized updating primitives and hitboxs.
- Optimized the look-up procedure for interactions. This will decrease the per-frame cost of interacting with objects. This is especially noticeable while riding the horse, when you're always in a state of querying it for interactions.
- Optimized Mounts by decreasing the number of solver iterations for the reins.
- Sprinklers now water 10% of the time, every in-game hour. (They used to run for 3 hours in the middle of the night.)
- Sprinklers now properly apply water to farm plots that have not loaded into the game for a long time.
- Sprinklers try harder to animate when they are running.
- Crops that dry out and die will now revert to a dirt plot, showing the dry plot for a while instead of absolutely nothing.
- Dirt plots now stay 'alive' so long as they are watered.
- Increased the responsiveness of farm plot highlights.
- Crops can now be rapidly-picked by holding the interaction key.
- Fertilizer / Soil Soak / Growmentum can now overwrite each other.
- Fertilizers and seeds can now be placed easier. (No errors for overlapping, non-exact quantities, etc...)
- Fertilizers now diminish in quality when plots are picked, instead of completely resetting.
- Added a larger placement shape to Fertilizers and Seeds. (The 2x3 shape.)
- Seeds can now be planted in any season. (Their growth rate and loot quality continues to be poor in the wrong season.)
- Added a loot quality bonus for well-maintained crops that have no dry / off-season penalties.
- Crops now grow properly when they have not loaded into the game for a long time. (They were only growing by one visual stage.)
- Crops now grow at full speed in the proper season. (This was inverted, causing a penalty for their correct season.)
- Reduced the price of seeds.
- Reduced the weight of fertilizers by 50%.
- Increased fertilizer / seed stack sizes. (There was a lot of unnecessary bag-switching when each one ran out.)
- Re-balanced crop loot so that all provide a decent raw income. Expect more profit from plants that need re-planting, have limited seasons, or take longer to grow.
- Reduced the growth time of most crops, now ranging from 1-16 hours. (Notably the Cotton takes longer.)
- Re-pickable crops now all take one game day of growth setup before they produce at their listed rate.
- Seeds now show the fertilizer of the highlighted farm plot.
- The "Toggle Grid" button now shows the fertilizer or water of nearby farm plots, depending on selected tools.
- Changed the color of fertilized farm plots so that they are easier to see and differentiate. (Fertilizer: Red -> Magenta, Growmentum: Green -> Yellow, Soil Soak: Blue -> Cyan)
- Sprinklers will no longer keep crops watered forever. This gives soil soak, rainfall, and watering cans purpose again. (eg. Sprinklers + Soil Soak will water forever.)
- Increased Geode drop rates from all crops.
- Crafted and processed items now inherit the quality of their materials. (Materials that never have qualities like Water or Salt are excluded from calculations.)
- Re-calculated item prices. Anything that is crafted or processed rises in total value compared to its materials. (Many items have spiked in value.)
- Reduced the "vendor gouge" on equipment sold at the shipping bin.
- High-quality equipment gains 25% bonus durability per quality level.
- High-quality structures gain 25% bonus health per quality level.
- Updated the repair menu to show a longer list of materials and feedback messages.
- Item repair now costs base materials, simplifying processed items like ingots.
- Item repair time is reduced by remaining durability.
- Items will finish repairing if nobody is around when it happens. (It got stuck before.)
- Locks that have been picked now display a message to owner when they open the lock. This process has always re-applied the lock, but the owner was never told.
- Increased the stack size of some cooked foods. (They were being truncated when cooked.)
- Food now takes much longer to spoil. Cooked foods last the longest, for the effort put into making them.
- Tooltips properly show the adjusted spoil time in Cold Storage, Barrels, Campfires, etc...
- Station names now carry over on upgrade.
- Land and Flag upgrades no longer reset when moving a flag.
- Campfires now set people on fire from a shorter distance.
- The burning effect now lasts half as long.
- Elixirs now place their empty bottle into an inventory stack, instead of taking up a hotbar slot for each.
- Large animal corpses now have half health, but double drop rates. It evens out with a shorter harvest time.
- Increased explosion volume over long distances.
- Stockpiles are now 50% resistant to Impact and Piercing damage.
- The Stockpile now has 500HP, instead of 100-1000 depending on how full it is.
- The Stockpile (Enhanced) now has 1000HP, instead of 100-2000 depending on how full it is.
- Dirty clothing now properly networks from the server. Cleanliness drops while clothing is worn. (It can now be seen without logging out / in.)
- Buckets and watering cans now gain value for their contents, like the other bottles do.
- Bottles containing a high-quality liquid will display an additional quality icon.
- Builder's Chew will no longer function while standing on enemy land.
- Kapok tree no longer rotated 90 degrees
- Increased base fertility to 50%, up from 15%.
- Reduced the fertility penalty for having family members to 50%, down from 80%.
- Increased the power of the Elixir of Fertility to 200%, up from 135%.
- Added fireworks to the President's Provision Box.
- Added a banner to notify players when their land is decaying. This banner appears for the first property claimed, and periodically when the nearest property's flag is empty.
- The HUD now displays the cost of building removal while holding a construction hammer.
- Added new settings option to disable crosshairs while holding a gun
- Added new settings option for disabling volumetric clouds
- Added the "/explore" command for administrators to see the full and current map.
- Players now receive the server's group tax multipliers on login.
- Reduced the 'critical decay resistance' of structures. (Massively-decayed buildings will lose larger chunks per cycle.)
We look forward to everyone's feedback on the update. And we thank you for your support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update Alpha 14
Were releasing a new update today, which contains many fixes and changes based on community feedback. We hope everyone is having a good time playing Heat, we appreciate your support and we look forward to continuing to improve the game.
We are taking the servers down and rolling them back up in order to process the update. This update should not require a wipe.
If you experience a crash or freeze, please follow these steps, especially after an update as it seems Steam sometimes requires a file integrity check after an update to work properly - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Alpha 14:
- Players can no longer gain a trespass score on government land. (This caused the endless heat levels bug.)
- Gunslinger Tents are now sold for $200, down from $500.
- Gunslinger Tents can now also be crafted for a similar price in Wood (2000) and Cotton (400).
- Made the Gunslinger Tent placement hologram a bit more cooperative with vaulted ceilings.
- Updated tent and bonfire collision at the bandit camps. (Bandits shouldn't shoot at you from inside the large tent anymore.)
- The encumbered panting sound effect has been reduced to 25% volume.
- Increased the value of Sticks, Fiber, Wood, and Stone by about 25%.
- Increased Geode drop chances from the forest.
- Reduced the level requirement for bone tools to 5, down from 10.
- Reduced the level requirement for copper tools to 10, down from 20.
- Reduced the level requirement for iron tools to 20, down from 30.
- Reduced the level requirement for the Glass Window to 5, down from 15.
- Reduced the level requirement for the Large Glass Window to 10, down from 25.
- Fixed the Wooden Construction Hammer's upgrade speed, now set to 5 hits to upgrade, down from 10. This allows it to upgrade faster.
- Construction hammers now round up when applying upgrade materials. (This removes that extra hit to add 1 resource at the end of some upgrades.)
- Reduced experience required for each level by 25%.
- Added the "/unstick" admin command to get broken players off of the president's chair, or other various objects. Only use this command if the chair does not have the person sitting in it or it will not work correctly.
- Increased bandit respawn time from 20 seconds to 60 seconds.
- NPCs no longer fail to notice characters that come within their sight range.
- NPCs no longer turn blind when two or more characters are within their sight range.
- NPCs no longer get upset about an enemy attacking them, making them much more capable of staying on your team after surviving a fight.
- Decreased the maximum sprint and run speeds of mountable animals. They are now set between Alpha 12 and Alpha 13 speeds.
- Prevented the loading screen from appearing when unnecessary while moving around the environment.
- Doubled the capacity of the Stash. (You may have to pick up your old one to gain this space.)
- The stash can no longer be placed in the air.
- Log Doors can no longer be picked, making all doors un-pickable. (The silent break-ins just confused new players, while everyone else avoided the log tier.)
- Bounties now properly work and select rewards.
- Bounties now properly remove posts when collected.
- Increased additive land flag guild tax to 10% per claim flag on PVE servers, up from 1% for each extra land flag placed. This will make buying up tons of land add up in taxes.
- The un-claimable road to the white house now fully connects to Washington. This will help prevent a wall off of the whitehouse, as it will now require all of Washington to be walled off as well, which will really add up in land taxes to service all that land.
- Added "groupTaxPerLandAdded" to the server settings. This adds extra tax that a group pays for owning more land.
- Added "groupTaxPerLandLimit" to the server settings. This limits the extra tax that a group pays for owning more land.
Thanks for everyone's continued feedback and support.