We enjoy seeing everyone playing Heat, we really look forward to hearing your stories, and making the game better. Please continue to share your feedback.
Over the past few months we've been gathering the community feedback and have been working on some new systems to address it. This update also contains some new improvements. We are taking the servers down and rolling them back up in order to process the update. We will be doing a full wipe with this update, due to us extensively editing the map. Community servers may want to wipe as well due to the extensive map changes.
We will also be bringing up 2 PVE servers. These will have no loot drop on death and invulnerable structures and land flags. However, players will still be able to attack each other and attack NPC's. We also have additional PVE flags that community servers can turn on if they wish to go even further and ensure no one can deal damage to each other or NPC's.
If you experience a crash, please visit this thread for troubleshooting -
https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Alpha 13:
- Map has been heavily modified and its biomes redesigned on the eastern half. Now has much more sight lines, nice open areas, with sections of forests lining it.
- All mountable animals have increased stamina and top speeds. Specifically, when your mount depletes its stamina, it will now run as fast as it used to in previous Heat gameplay when it had full stamina. However, having stamina now grants you an even greater temporary speed boost.
- Player movement speed has been increased
- The Gunslinger Tent can now be bought at the Shipping Bin.
- Players can become Outlaws. Heat level increases when you trespass on a guild's hostile land or damage property on their land
- Higher Heat levels will spawn more law enforcement AI to combat you as you raid
- Gunslinger tents placed on a guild's land will spawn up to 5 gunslinger mercenaries that will attack any outlaws on their land. They will continuously respawn if killed after a set timer.
- Added a passive / neutral / hostile mode to land flags.
- Passive land has no defensive features.
- Neutral land marks enemy players as trespassers after they deal damage to the property or anyone on it.
- Hostile land marks enemy players as trespassers after a short countdown, and includes the damage threshold of neutral land.
- Trespassing players gain a Heat Level that rises from level 1-5 the longer they continue to trespass.
- Heat Levels activate defensive Gunslingers and Marshals with the goal of killing outlaws.
- Reduced the health of Land Claim Flags by 50%.
- Approximately doubled the drop rate of Diatomaceous Earth from Geodes.
- Assigned new effect IDs to resources that were unexpectedly producing Diatomaceous Earth. (eg. Blue Bell)
- 64 bandit camps have been placed across America
- Bandit camps spawn bandits that will drop money, geodes, and loot on death
- Bandit camps cannot be destroyed
- There is a no build zone around Bandit Camps
- Bandits level towards the player that first enters the camp
- When ammo, money or geodes are dropped by NPCs, they will have an easily visible aura around them.
- NPCs and remote player character models will appear all at once instead of showing in-between meshes as parts load in
- Fixed issue with AI limits per-player being eternally reached if NPCs are paged out on server
- Buildings removed off terrain will no longer immediately replace the splats underneath them with undergrowth/forest
- All crafted guns start with a full clip of ammo
- Polished gun sighting animation in first person - more responsive
- Wood, Stick, and Fiber are no longer food for NPCs.
- Animals are no longer denied the joy of eating flowers because they are categorized as a gift.
- Tamed animals will no longer chug all of their food while dazed.
- NPCs will no longer stop eating because they drank something until the bottle ran out.
- NPCs will attempt to select consumable items themselves, filling in missing survival stats, instead of eating the first thing they were given.
- NPCs will preferably select consumable items that are part of their diet.
- NPCs now use bandages because they are hurt, not because they are hungry for everything in sight.
- Removed the 75% health cap on bandages that made them awkwardly do nothing sometimes.
- Light, Regular, and Heavy Bandages consume in 3, 4, and 5 seconds, down from 4, 7.5, and 10 seconds.
- All bandages properly heal over 3 seconds. Some were instant, but their descriptions said otherwise.
- Elixir of Healing now heals 150HP over 30 seconds, up from 50HP over 3 seconds, so that it is not just another bandage.
- Bandages and other consumable items will no longer show the "Applying" bar when someone else uses them with very high latency.
- All stations collect now, where some used to be dismantled.
- Stations, furniture, and other structures now keep track of their HP when collected and placed.
- Changed furniture collision to primitive shapes so that there is less geometry to load. Except for oddities like chair legss, the hitboxes of furniture should still feel accurate. (Some objects may have moved a few feet.)
- Rounded-up more tiny stack counts, like the Pumpkin.
- Rounded-up the harvest value of picks by a small amount.
- Increased the Iron Pickaxe harvest value to 18.5, up from 13.14.
- Blue Bell now drops Blue Bell when hit, instead of Bee Plant.
- Fixed an error in resource loot. Trees now drop Geodes.
- The game no longer grabs the cursor on startup.
- Sleeping players will no longer turn invincible on a whim.
- Buildings are no longer resistant to the repair hammer's repairs. (Inverted Impact Damage)
- Damage and repair to structures now shows in the item counter. (The bottom-right HUD where we see damage to creatures.)
- NPCs no longer damage friendly targets without the intent to do so.
- Added "keepItemsOnDeath" to the server settings. Players will not drop their equipment or inventory items on death. (Disabled by default.)
- Added "playerPVP" to the server settings, allowing players to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.)
- Added "npcPVP" to the server settings, allowing owned NPCs to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.)
- Added "structurePVP" to the server settings, allowing structures to be damaged in PVP combat. They can still be damaged on non-player owned land, by decay, and by world NPCs. (Enabled by default.)
- The Land HUD now displays a collection of status messages, instead of swapping between status and decay every 5 seconds. eg. "Neutral, Decaying, Flag at 50X 60Y"
- The Land HUD now displays your current Heat Level while it is level 1 or higher.
- Greatly improved the performance of dealing / calculating damage.
- Added Artillery damage type. All material types except for stick are resistant to artillery.
- Cannons now deal artillery damage. They are meant as an anti-personal weapon.
- Increased cannon damage at the center of its explosive radius by up to 100%.
- Increased howitzer damage at the center of its explosive radius by up to 200%.
- Increased cannon turn speed.
- Cannons can now aim down. (They used to be not very effective as anti-personnel weapons when placed on walls, now they work.)
- Artillery Ammo now requires Lead and Sand.
- Moved the cannon control hints that were blocking the compass and damage counter.
- Explosive hits now show on the damage counter.
- Clay, Log, Timber, Stone, Brick, and Concrete walls are now immune to Artillery damage.
- Item tooltips show accurate damage resistance.
- Stone and Brick are now immune to Impact damage.
- Concrete can no longer be damaged by kicks.
- Nearby adjacent pages are loaded, instead of just the page you are directly standing on. This eliminates a bug whereby you may fall through partially loaded bases.
- When pages are loading, a better description of what is being loaded is given in the loading screen.
- When NPCs walk through doors, they pass through without allowing other non-guild characters through
- When an NPC approaches a door with security clearance, an animation plays of the door opening, but this is visual only; the doorway is still physically blocked for other characters.
- By default doors allow NPCs to pass through if they are part of the same guild.
- This only applies to NPC door traversal. Players still need to be careful about opening doors themselves in the presence of trespassers.
- Appearance of damage indicators improved as to not obstruct visibility, especially at night.
- Fixed a bug whereby loot sacks may not be accessible in very specific circumstances.
- Animals are not able to climb over obstacles taller than head level while in the wander state. This allows one to keep animals within appropriately sized fences.
- NPCs ordered to attack will gain an aggression bonus, usually making them do what you told them to.
- NPCs will no longer decide to attack themselves.
- NPCs can now attack sleeping players.
- NPCs are slightly less interested in sleeping targets than others.
- Fixed a memory leak in object ownership where some possessions would leave the game without dying but continue to be tracked.
How Raid Protection Systems Work:
You may become an outlaw if you deal damage or trespass on another player land. Once you become an outlaw, you will become wanted and gain a "Heat" level. This will determine how the law reacts to you. As well, a players Gunslingers will attack you. Upon dying, or no longer aggressive towards another players property for a period of time, the Heat level is removed and you will no longer considered an outlaw.
Land Protection Options:
Players can toggle how other players are perceived on their land. Passive means anyone can go on your land, and they can damage anything without receiving a Heat level. Neutral means anyone can trespass on your land, but if they deal more than 100 damage on your land, they will be flagged as an outlaw. Hostile means anyone who trespasses on your land for more than 20 seconds will become an outlaw.
Gunslinger Tents:
Players can purchase Gunslinger tents at the shipping bin. Once placed on your land, a gunslinger tents adds to the land taxes that are paid at your land flag.
A Gunslinger tent will spawn a gunslinger outside of it if another player is trespassing on your land, or attacking your land. These Gunslingers are unlimited. They will pursue the aggressor for a set distance. If you are an aggressor, you will need to destroy that players Gunslingers tents to stop them from spawning more. There are cool-downs between each spawn however. Gunslingers cannot be looted, nor do they drop loot.
The Law:
Should you decide to become an Outlaw by attacking or trespassing on other players land - Marshall's will spawn when you as you are wanted by the law. They will attack you relentlessly. The only wait to get rid of them, is to reduce your Heat level by staying off other players properties, or if you die.
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 12
Were happy to release another update, we hope this update makes the starting experience more accessible with a bit less grind up front. Raid mechanics have been changed, alongside other new improvements.
It also takes into account community feedback on a number of issues and we also are increasing the max player count to 40 on the servers. We appreciate everyone's input on helping to make the game better.
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/
In our next update we plan on rolling out more features so community servers can toggle PVE options. We also plan to roll out a couple PVE servers for the official servers. We also plan to making cooking a more viable and worthwhile activity.
In further future updates, we hope to have our new offline raiding protection systems finished, and we are also looking into adding bandit camps.
Here are the changes for Alpha 12:
- Increased max player count to 40
- The world is now capable of entering seasons other than spring.
- Whiskey now has its own type, meaning it won't turn into beer when you bottle it.
- Beds now have respawn timers ranging from 2 to 5 minutes, up from 15 seconds. Single beds pull ahead in respawn speed, while double beds come with higher HP.
- Using a low-tier bed no longer sets the cooldown of a high-tier bed beyond its limit.
- Bed names now appear on the respawn map.
- Forest respawn times now take x2 longer for all items - this includes all grass, bushes, trees and rocks throughout the world.
- Red Poppies should have their leaves and petals visible once again
- Holograms for the Sawmill, Ironworks, Loom, Well, and Waterpump are visible the first time you equip them.
- Newly tamed animals will be given a Stop command instead of Follow
- Hair no longer has the chance to go white after equipping and unequipping a hat
- AI will properly acknowledge tents in pathfinding and visibility checks
- Fixed the pig's idle animation.
- Fixed how the flask is held while drinking from it.
- Halved the intensity of screen effects that occur when taking damage.
- Reduced the base shipping tax to 10%, down from 30%.
- Increased harvest damage of Hatchets and Woodcutter Axes by ~100%.
- Added harvest damage to the Hobo Stick to speed up the naked spawn experience.
- Increased the Wood giblet reward for killing trees. (Most had no reward.)
- Increased the value of alcohol by at least 100%.
- Increased the value of collectibles by 50%. (These items are primarily dropped by geodes.)
- Resource nodes no longer take decay damage, meaning no more loot mirages.
- Increased minimum health of resource nodes. The usual range is now 200-250HP, up from 125-250HP. (This means the nodes will drop more loot on average.)
- Doubled the health of resource nodes involving iron.
- Iron now drops 75% of the time from hybrid nodes, up from 50%. (The increased node HP should drop more iron, not the other resource.)
- Fixed a bug causing resource nodes to spawn with half of their intended HP.
- Fixed a case where spending your last one-to-two dollars would fail from bad math with dimes.
- Station fuel does not reset to its last saved state when you leave and return.
- Increased the chance that a rabbit spawns with black or white fur.
- Swapped the rabbit skin requirements on the Fine / Great Throwables Belt, placing the Black Rabbit Skin after White Rabbit Skin.
- Backpack Research can now restore itself using the research tree's progress when data is missing. (Why some servers stop loading this is still a mystery...)
- The serving size of liquids has been reduced by 50%. This just makes them weigh less.
- Water skins now only hold water and gunk.
- Increased the capacity of water skins (approximately doubled). They are a superior option for transporting water.
- Clay Jug, Glass Jar, and Flask now all hold 10 units. These bottles hold anything and resist spoiling. The Flask's resistance is still the strongest.
- Baby Bottle was bad at what it does. To give it more purpose, it now holds 10 units and resists spoiling more than a Flask.
- The Barrel can now hold Salt Water and Whiskey.
- Produce lasts 50% longer before spoiling.
- Cooked recipes last 100% longer before spoiling.
- Raw and cooked meats last 100% longer before spoiling. (Combined, this makes cooked meat last 300% longer.)
- Certain food and liquid that took 2 real months to spoil now take a few days. (eg. Flour: 14, Water: 5, Beer Hops: 3)
- Milk now lasts 2.5 hours, up from 10 minutes.
- Cold Storage slows spoiling to 12.5% speed, now making food last 8 times as long, up from 4.
- Land taxes have been reduced by about 50% as we fixed an error calculating the taxable value of complex stations, containers, lights, etc... (Stations are now ~50%, containers / foundations / ramparts are now 20%, and lights are now 30% of their erroneous upkeep.)
- Tooltips now display the upkeep value of placed items. (This is the value being added to the claim flag where the item is placed.)
- Reduced additive guild tax to 1% per claim flag, down from 5%. There is a lot of land in the game, we don't see the need to have a high penalty for buying more.
- Decay time increased to 200 hours, up from 50.
- Repair time for paid taxes increased to 250 hours, up from 100. (This is faster compared to its old relationship with decay, but slower overall.)
- Decay damage is now capped to a random value near 100% of a structure's health. Where you would originally see an instant catastrophic collapse, you will now see structures break apart slowly. The witnessing player can now do something about it if they don't want the building to collapse.
- Elixir and Tonic Bottles are no longer heavy goods.
- Rounded up a few bizarre or tedious stack counts. (eg. Timber now stacks to 100, Elixir Bottles and Pies now stack.)
- Reduced the weight of Potassium Nitrate Powder... A lot.
- Base narcotics now apply properly. (eg. Beer, Whiskey, Moonshine)
- Base poisons now apply properly. (eg. Poisonous Mushrooms)
- Poison damage now stacks.
- Poison now deals damage over 2 minutes, up from 5 seconds.
- Tomatoes are no longer incredibly poisonous.
- Cleaned up the death messages. Removed ones that were not being used and made the current ones more useful.
- Added death messages for dying from fire.
- Improved reliability of some interactions.
- Fixed an issue where in some cases (such as logging in) characters (especially NPCs) can become invisible.
- Improved appearance of networking characters' positions, especially when using a poor quality connection.
- Fixed issue where client side prediction of fall damage would trigger in error.
- Fixed some edge cases where certain entities would not take fall damage.
- Fixed animation flicker during trick and reload looping
- Fixed early sighting glitch when reloading semi-auto rifles
- Polished reload animations on lever-action guns
- Polished first person head rattle when shooting
- Updated the descriptions of the guns
- Volcanic: Decreased damage (55 -> 35), reduced unaimed spread, increased clip size (6 -> 8), reduced reload time, slightly increased fire rate
- Flintlock Musket: Decreased damage (100 -> 70)
- Flintlock Pistol: Decreased damage (100 -> 60), slightly reduced reload time
- Break-Action Revolver: Slightly increased fire rate, slightly reduced unaimed spread
- All Rifles: Reduced draw time, slightly increased fire rate
- All Guns: Reduced additional spread during tricks (slightly improves effectiveness of hammer fanning / speed shooting), decreased spread reduction after shot, increased spread reduction after sighting up
- Land with taxable value must be bought out to place a claim flag.
- Land buyout costs the property's taxable value x100.
- There is no land buyout if the player's guild is the previous owner's guild.
- There is no land buyout if the land has no previous owner.
- Removal of walls now costs money, ranging from $10 to $50 each.
- Kicking no longer damages concrete. It uses the "Bash" damage type.
- Wall removal cost is based on the property's taxable value. A value below $10 is rounded up, and a value above $50 is rounded down.
- Stations and structures can now be removed when they are damaged. (Dismantled items will refund a percentage based on remaining health.)
- Added "landClaimInvincibility" to the server settings. (Flags will only take damage from decay while this is enabled.)
- Added support for adding xp to other players.
/addXP [amount] (username) - Gives [amount] xp to yourself or optionally (username).
- Added "landClaimBuyoutMultiplier" to the server settings.
- Added "permanentMaterials" to the server settings. These materials cannot be destroyed by construction hammers. (Empty by default.)
- Added "paidRemovalMaterials" to the server settings. These materials require payment to be destroyed by construction hammers. (All but Stick by default.)
- Added "nonRefundableMaterials" to the server settings. These materials cannot refund resources when destroyed by construction hammers. (All but Stick by default.)
- Added "paidRemovalMultiplier", "paidRemovalMin", and "paidRemovalMax" to the server settings for fine-tuning.
- The client and server now synchronize high-performance timers properly. (This timer is easiest to see on the crafting bar.)
- Lobby server names are no longer re-styled to black on mouse-over. Third time's the charm.
- Merged the official and community server lists into a default server tab. (Official servers will always sort to the top.)
- Servers that load from history will not appear in the default server tab.
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 11
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 working on offline raiding defense solutions, and gathering feedback about our previous updates changes regarding raiding. We believe offline raiding is not an ideal thing, as the player does not have a good way of defending themselves, and no survival game has yet found a good solution to it. Many try putting time barriers on when people can raid, invulnerable land, and other things, and while they can work to a degree, those tend to not be in the best spirit of the games.
We are looking into other new solutions that have not yet been tested in survival. We will keep everyone updated over the next few weeks with the details on the offline raid defense game-play systems we are working on, once they are finished and fully tested. As we are not yet certain on which of our ideas are worth pursuing into a future update until we can playtest them. But figured we'd let everyone know this is our next big focus going forward.
We welcome your thoughts and ideas on the topic of raiding and offline raiding. We appreciate all feedback.
Over the past couple weeks, we have also been working on a fix for a bug that can cause invisible tamed NPC on log in. This fix requires a backend change in our network systems to do, and has been progressing well, but was not ready in time for this update. Sorry about any inconvenience this has caused. If you came across this issue, log in & out, this should bring them back. This is planned for the next update.
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 11:
- Improved loading times into the main menu for Standard HDD
- Pruned the loot given to the President, Governor, Sheriff, and Chief. No food, less excess weapons, etc...
- Doubled the stamina of all mountable animals.
- Fences can now be deconstructed with the repair hammer
- Foundations can no longer be placed over farm plots
- Dynamite can now be placed by a land owner even if their land is under siege
- Fog of war now saves properly on log in/log out
- Items that begin cooking will properly show progress again, without having to close / open the menu.
- Disabled a hidden temperature requirement on cooked / smelted items. The temperature still affects speed.
- Cooking and smelting will no longer gain progress by splitting / merging stacks at high temeratures.
- Fixed various labels and shadows that lost alignment with each other in the recent UI optimization.
- Reduced the chance that your hidden item slot will get stuck overlapping slot 2.
- Fixed a case where spending all of your money at once failed because all pennies and dimes added up to exact dollars.
- Shipping Bins now check if a payment fails before proceeding.
- Tools now have damage types and deal a small amount of damage.
- Scythes no longer deal full damage to structures.
- The Cold Storage properly slows spoiling to 25% speed.
- The Barrel properly slows spoiling to 5% speed.
- The Steel Watering Can and Steel Bucket now meet at a capacity of 100.
- Watering can contents now spoil faster, as buckets already do.
- Wool, Thread, and Candles are no longer heavy goods.
- Glass windows now have ownership, making them much harder for strangers to remove.
- Metal bucket now renders properly
- Added a death message for fall damage.
- Certain grass and small flowers no longer hidden in Grasslands, Drylands, and Tropics
- The Lobby Mirror configuration file is now grouped with all other server configuration files.
- Removed a "multiply with black" on lobby server names. Colour tags will work again. eg. [FF0000] for red.
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 10
It's great to see everyone playing Heat this past week. We have been working on a new update that we are releasing to help with many issues that came up from your reports and feedback.
This update contains additional optimization improvements. Between our Steam launch (Alpha 1) and Alpha 10, we have now seen between 15%-50% performance improvement in on our in-house test machines depending on the settings, biome, and system specs.
At 1080p/Gamer + 4 core i7 cpu, we are now getting 60-90 FPS on a 980 GTX, 80-120 FPS on a 1080 GTX, 100-130 FPS with a 2080 TI depending on the biomes. The forests in the game are the heavier areas and the plains and deserts are the highest fps, this is due to the large fillrates of all the tree densities and the variety.
We are taking the servers down and rolling them back up in order to process the update. We are doing a partial wipe on our Official Servers with this update due to exploit fixes. The world data (everything placed and stored in the world, including player inventories) will be wiped, but it should not wipe the character level, xp, attributes, prestige, and blueprint unlocks. This is the first time testing this with our save system. This update should not require a wipe on community servers.
*Edit* - There was an issue with our partial wipe system. Player blueprint unlocks will remain, but player levels, xp, and attributes have been wiped. Were sorry for the inconvenience this caused, it was not our intention with the partial wipe system, but we found a flaw after 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 Alpha 10:
- Harvesting forest should no longer result in double-hit animations
- Fix for missing colliders in forest when placing foundations and stations nearby
- Can no longer farm or change splats underneath objects. This to prevent trees growing through bases.
- Forest rendering optimizations for CPU and GPU performance improvements
- Lowered initial loading time a small amount
- Revised icons for unarmed and orifice slot in hotbar
- IK system reworked to avoid touching transforms while making calculations.
- Compass layout adjusted so that compass icons do not overlap compass text
- Implemented GUI and HUD optimizations where UI elements are only updated periodically or when visible changes are expected.
- Compass uses a scrolling, looping texture instead of individual UI elements as labels for directions. This improves performance.
- Resource nodes will now respawn back in the biome they were removed from. They have also been fixed to properly respawn again.
- Mounts given by power positions now have a different loot table.
- Grass & hay have less of a change to drop a geode when harvested.
- Concrete slab stack size increased to 40.
- Stone slab stack size increased to 100.
- Farmed tobacco crops now drop tobacco leaves.
- All farmed crops now have a chance to drop a geode.
- Higher quality farm crops now have a better sell price
- Wood now burns as fuel for 10 seconds.
- Charcoal will only now burn for 20 seconds in fires.
- Charcoal now sells for 10 cents.
- Increased the sell price of higher quality crops.
- Scythe’s now affect the correct amount of grid areas.
- Brought grid back on sprinkler for only those who are placing them
- Hanging Kerosene Lamp now uses correct resources to craft.
- Steel knife is now craftable.
- Lemons have been added for purchase through shipping bin.
- Ranged weapons that are fired shortly before logging out will deal damage next time the player logs in.
- Added “Diatomaceous Earth” resource that can only be optioned by cracking and open a geode. Diatomaceous earth is now a required resource in crafting dynamite. This makes dynamite much more rare.
- Dynamite now does more damage and its radius has been tightened. All walls now take one dynamite to breach. Ramparts take between 3-5 dynamite each to breach depending on their tier.
- Increased HP of ramparts & rampart gates. This makes them a little better than the same amount of walls.
- Can now only deconstruct stick building pieces using a repair hammer. You can no longer deconstruct upgraded buildings using a repair hammer. You cannot downgrade a building beyond clay (cannot downgrade to sticks). Downgrades still cost resources as is normal. This is to prevent "base pocketing" after you conquer someones land and place your own land flag.
- Fixed fancy wooden cabinet collider
- Fix for the white house and plantation doors removing randomly. Server restart should fix this now.
- Security no longer resets for guild members when picked
- Payments will now properly draw money from all slots of a player's inventory, even the orifice.
- Events based on the in-game date like pregnancy and the 50/50 draw will continue to work into game year 2 and beyond. The in-game date will coincidentally reset from these changes, back to the first day.
- Add new security option to doors so you can prevent NPCs from using them
- Human NPCs now have a slot limit of 20, down from 300. Existing NPCs will not change, and Players keep their 300 slot limit.
- Doubled the stockpile limit for wood & sticks.
- NPCs will now drop any Heavy Goods they're carrying when going to sleep (they sleep when removed from party, or on player log out). NPC's were never meant to be static containers for heavy goods.
- Fall damage added. By default, falls under 20 m are survivable. On land you own, falls under 40 m are survivable. On land owned by another guild, falls under 12 m are survivable. NPCs only take fall damage on land that belongs to a rival guild.
- Melee damage against humans targets is 3x stronger, and 6x stronger if it is a headshot. This brings melee back into play, as it was very weak beforehand.
- Added a /wipe command for admins. It wipes the server except for levels, prestige, xp, blueprints, and attributes (health, hunger, thirst, and weight)
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 9
Were happy to release another update. This update contains many improvements, bugs fixes, and some design changes based on community feedback.
This update has fixes for a large amount of base raid balance issues. We'll continue to monitor raid balance and appreciate everyone's feedback.
There are farming life improvements. As wells now produce normal water. And farm tools allow multiple grid size selections.
We also updated the Presidents power position. He now can set an additional tax on the shipping bin of up to 20%. This is to give the President more income earning ability, as the property tax did not produce very much on its own. We also removed the cannon spawn and artillery shell spawn from the President as we received and understand the feedback was that it was too overpowered and he should research and craft it.
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 9:
- Damage resistances have been properly added to all building materials & building sets as they were not properly working before. This fixes numerous issues that occurred with melee weapons and ranged weapons. Concrete is now properly only damageable by explosives and decay.
- Added "Bore" damage type for melee weapons that used to have pierce damage. This helps us balance melee and ranged weapons that both used to be pierce.
- Added damage types to melee weapons that were missing them.
- Clay & stone building materials/sets have had their bash resistances updated.
- Upon dynamite being used, land now says sieged.
- The president can now tax sales in the shipping bin by up to 20%, receiving part of these profits.
- Removed cannons and artillery shells from presidential box
- Reduced initial startup load times
- Make the follow camera not fight with orbit camera
- Specific small animals won't disappear when removed from a player's party.
- Resource nodes are now re-balanced per a biome.
- Hoe’s & rakes upgrades can now affect multiple grid areas.
- All watering pots/can’s now use the same amount of water per use.
- Sprinklers no longer disable the farm grid view
- Shoveling will properly get the biome when a position is repeatedly shoveled
- Offset farm models to be above tesselation
- Sturdy Wood Stool blueprint unlock cost have been correctly updated.
- Steel Sledgehammer blueprint unlock cost have been correctly updated.
- Increased the stamina of horses to 40, up from 30.
- Wells produce normal water, making them much more useful for crafting.
- Stake blueprint unlock cost has been correctly updated.
- Tightened up collider on bonfire
- Fix desync with president pool
- Same guild lockpicking properly shows container contents
- Fix possible issue with duplicates being added to pages
- Land Security now properly uses bounds
- Fixed the air placement to prevent placing of floating objects
- Alter the highlighting to be less in your face
- Inverted triangle and stairs can be placed together
- Building stairs snap together
- Fix weirdness with furniture and security
- Furniture uses proper colliders
- Can no longer lock chairs
- Outhouses use security properly
- Made it so disconnection popups are even more reliable then before.
- Many fixes for server exceptions that made very large obnoxious log files.
- Updated the server console to provide some more stability when restarting and monitoring the process if it freezes.
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 8
We worked on a number of performance improvements over this past week and we wanted to do an update focused on client side performance. This one is primarily focused on CPU performance. Each update previous to this one also included some performance improvements. This is a continued work in progress, so we plan to keep making improvements in the future.
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 8:
- Further Improved client side performance for Cameras
- Further Improved client side performance for Physics
- Improved client side performance for Hair Shader
- Improved client side performance for Terrain
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 7
It's been great to see so many people having fun in Heat, we really enjoy hearing your stories, and look forward to making the game better. Please continue to share your feedback.
Taking into account the community feedback, we are releasing a new update that helps address some issues, and also contains some new improvements. 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, please visit this thread for troubleshooting -
https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
Here are the changes for Alpha 7:
- Improved client performance for cameras
- Improved client performance for physics
- Improved client performance for water detection
- Smoke Signal Bonfire now craft-able. This large Bonfire is great for having a party.
- Fixed lights disabling forever after they disabled once. (Campfire fix)
- Orbit cam will not reset if another player activates a station
- Tobacco no longer has a red poppy sprite
- Siege projectiles instantiate their explosion 10 cm away from the hit point, towards the emission point of the siege weapon, as to prevent the explosion from occurring within the collider. As it used to be that items about 10 meters behind a wall would receive damage from cannon fire. This fix makes it so you will only receive damage on objects pressed up directly against the wall (< 1 meter). But the interior of your base will be safe under cannon fire.
- The later tiers of buildings have extra damage resistance against cannon fire. The concrete tier cannot be damaged at all by cannon fire, gunfire, or melee. Only explosion damage can penetrate it (2-3 Dynamite).
- Fixed where animals sometimes won't appear to heal when the server and client disagree on their maximum health value.
- Fixed a case where Power Position NPCs could get into a strange "stuck" state.
- Fixed resource node spawning as there was a random chance that after a server restart they would quit spawning.
- Made it so animals that wake up during the tame process can continue to be tamed once dazed again
- The Tannery can now be turned on / off. This allows you to turn it back on after upgrading it.
- Stations will retain their upgrade progress when they load back in, instead of resetting to 0.
- Crafted items will now complete properly if nobody is around at the time it finishes. (Currently seen as the "Workspace Not Found" error.)
- Fix culling on open doors
- Fix for an occurrence where the presidents chair can be unusable
- The Presidents pool pit now spawns poop (visit the grate/sewer to access it as it builds up down there). If you are trapped, you can eat the poop to die and respawn.
- Adjusted the collider in the Presidents Pool
- Footstep and blood particles should no longer cause shadow flicker
- Made it so the server log filtering resets for logs that have not logged for over 1 minute.
- Changed the timing code in server logging to use a more reliable time for keeping maintenance of logs.
- Made it so other player's feedback messages do not show in the dedi console.
- Made sure the version file is only every accessed with READ permissions.
- Made it so you can actually disable backups in server settings.
- Fixed a bug in the steam server code where if it failed to login to steam it would never allow anyone to authenticate. It now will retry to login until successful.
- Set the default ping limit graph length to 6 minutes.
- The ping limiter will now start tracking after the loading screen to enter a server. This makes its reading more stable.
- You now receive a message if you are kicked from a server for exceeding the maximum ping
- Fixed a bug where the auto restart messages did not actually have the time in the message.
- Fixed a bug that prevented a popup from showing if you are ever kicked as a result of failing steam authentication.
- Reset the weight of natural resources, bricks, slabs, cement mix, and non-precious ingots to pre-Alpha 6 levels. Then re-balanced it by reducing it 50% (instead of the 75% as was done in Alpha 6). As we found with the increased ability to level up your weight carry stats, and from community feedback, the original reduction was a bit too far reaching.
- Reset the weight of stone to pre-Alpha 6 levels. Then re-balanced it by reducing it 60% (instead of the 80% as was done in Alpha 6). As we found with the increased ability to level up your weight carry stats, and from community feedback, the original reduction was a bit too far reaching.
- Base craft times (level 1 items) have been generally reduced by 50%, max craft times (level 60 items) are now normalized across the board to be 4x times base craft times. Crafted items experience also reflects this change.
- Made War Longbow Re-searchable
- Removed references to armor in the United outfitters tree (padding) as armor is not part of the game.
- Tooltips for backpack research (reduced item weight) now display the proper upgrade percentages.
- Log shutters & timber trapdoor can now be purchased though the shipping bin.
- Iron & steel hatchets, axes & pickaxes now sell for an increased price though the shipping bin.
- Ores have had their stack size increased to 100.
- Reduced the unlock cost of United Outfitters items along with the resources needed.
- Wood construction hammer now upgrades 10% per hit.
- Destroying a stone doorway now yields the correct resources.
- Reduced the group tax multiplier for additional land claim flags to 5%, down from 20%
Some More Info About Land:
When you buy more land in the game, the cost of your property tax goes up by a percentage multiplier. The reason for this, is that we did not want players buying up all the land without incurring any extra cost to do so.
However, with this update we changed the land tax multiplier down to 5% for each extra owned land plot (used to be at 20%). This will help you buy more land around your current land without incurring as steep of a penalty on cost, while still making it difficult for a player to buy an extreme amount of land on the server.
We noticed many players did not know that you can buy more land, and even move the land flag from your newly purchased land into an existing land plot you already own to help protect it.
Land ownership has many unique qualities. You can set up a nice buffer where other players cannot build. It prevents decay. It prevents siege weapons from being installed on your land (however, dynamite will still work).
We look forward to everyone's feedback on the update. And thank you for your support as we actively work on the next update.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 6
Were happy to release another update. This one has some improvements we were looking to get out to help with performance and some design changes based on community feedback.
We are taking the servers down and rolling them back up in order to process the update. This update should not require a wipe.
Here are the changes for Alpha 6:
- Improvements to client performance by offloading processing onto other threads.
- Resolution Scaling: Added Destroy call to properly get rid of orphaned render textures
- Light manager client performance fixes
- Flag animation client performance fixes
- Improved performance from splat changes to terrain (rakes, hoes, foundations, stations, etc.). Should notice less hitches while doing these activities.
- Corrected more issues with sounds retaining incorrect settings.
- Increased each player's Shipping Bin limit to 3, up from 1.
- Shipping fees reduced to 30%, down from 50%.
- The Stash and Shipping Bin limit is properly received from the server on login, even when they are far away. This allows the remote-destroy to work without finding the Stash or Shipping Bin.
- Reduced the weight of natural resources, bricks, slabs, and non-precious ingots by 75%.
- Reduced the weight of Stone by 80%.
- Reduced the weight of Cement Mix by 93.75%.
- Farm crops now grow 50% faster.
- Seeds and Plant Materials no longer apply dazing or poison when consumed unless actually laced or poisoned. This applies to both players and mounts.
- Doubled the number of resource nodes that will spawn at one time.
Thanks for everyone's continued feedback and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 5
It's been great to see everyone playing Heat this past week! Were really grateful for all the community feedback we've received. It's been super helpful.
This update is a large one, and has many changes and design changes. Many changes requested by the community are part of it. We also targeted performance, main menu load screen times, design flaws, and much more.
If you are experiencing a crash, please visit this thread for troubleshooting -
https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/
We are taking the servers down in order to process the update. We will be wiping the Official Servers with this update due to the exploit fix and also due to the resource node fix. We also merged some of the Official Servers to encourage players on the same servers.
Community servers do not have to wipe, but if they wish to get the resource node fix, it will sadly require a wipe.
Edit: For Community Servers that do not wipe: We now realize there was an issue with us changing the nutrition and hydration stats to balance eating/thirst for NPCs. A side effect of this is that if players put more than 10 points into either of these stats, they will get either 0 nutrition or 0 hydration. Please use a "Elixir of Recondition" in order to reset your attribute point stats if you receive this issue, or ask your community server for a wipe. Sorry about the inconvenience.
Here are the changes for Alpha 5:
- Improved ambient occlusion performance
- Improved anti-aliasing performance
- Improved depth of field performance
- Additional client performance improvements.
- Decreased the initial launch time of the game by about 40% for players on a standard HDD
- Tobacco pipe now sells for its intended price.
- Experience granted for crafting Shotgun Ammo reduced from 19.6 to 0.01.
- Added colliders under the white house
- Increase collider size on basement door in white house
- Newborns, Toddlers, and Children will now grow up one stage per a real time hour. (half an in-game day)
- Characters will no longer give birth while sleeping.
- Pregnant characters who miss their due date while sleeping will give birth shortly after waking up.
- Pregnancy due dates will reset when waking up if they are scheduled to begin in the future or a negative amount of time.
- Added missing first hand poses for the baby bottle.
- Fixed issues with taming/tamed NPC's disappearing
- All creatures have had their hydration & nourishment values updated.
- Water now hydrates properly when consumed.
- Giblets now provide more hydration & nourishment to pets.
- Certain animals won't rush to the defense of townsfolk and trees.
- Pets and family members can and will automatically consume liquids in containers to feed/water themselves.
- Upgrading hydration & nourishment will now reduce the amount need to fill the bar(s) fully by 5%. Hydration & nourishment bars still deplete at the same percent as before. Only a maximum of 10 points can be placed into these stats.
- Corrected issue with some voice sounds inheriting incorrect audio settings. This caused animals to sometimes sound 2D.
- Laced food used during taming will properly daze the animal.
- Laced and poisoned food more consistent in general.
- Power Position staff drop the loot in their inventories when they die.
- Capture properly allows looting captives.
- Loot sacks expire in 20 minutes, up from 5 minutes.
- The Claim Flag can now be placed 4.2m from terrain height, up from 1.2m. This will make it easier to place these into your structure when building on a hillside.
- The Claim Flag's no-build zone has been reduced to 2x2 width, and its total height reduced low enough to fit within one floor.
- The Stash is now free from its concrete base, place it somewhere safe.
- The Enhanced Stockpile now has 50% increased capacity.
- Stockpile (Enhanced) update, now use stone slabs to craft.
- Container capacity update, container now have increased capacity.
- The iron chest & safe’s now take less impact damage & no piercing damage.
- Shipping Bins are now properly limited to one per player.
- Stations are properly assigned their original owner when upgraded, preventing upgraded Shipping Bins from transferring to a different owner (then being destroyed for exceeding 1).
- Resource nodes will respawn correctly after dying after a server restart. This change requires a wipe to work.
- Resource nodes drop the correct amount of loot when killed.
- Firepits and Cauldrons can now process geodes.
- Taxes paid to the president are increased by 400% after their removal from Claim Flags.
- Becoming Sheriff won't kill the President's Intern.
- Campfires now properly emit light even if the "Physically Based Fire" option is disabled.
- Majority of doors, gates & shutters are now unpickable.
- Timber door, timber double door, timber shutters & timber trapdoor can now be researched at level 5, build times & stats have been updated to reflect change.
-Doors, gates, shutters & windows now take less to no damage from certain damage types.
- Building Tiers now have additional resistance to the different damage types
- Building Tiers now unlock every 5 levels
- Building Materials are now 40% cheaper
- Added Log Trapdoor for purchase to the shipping bin.
- Log Trap Door & Log Shutters can now be researched at level 1, build times & stats have been updated to reflect change.
- Iron jail door can now be researched at level 10, build times & stats have been updated to reflect these changes.
- Practice stick now unlocked by default.
- Enhanced steel safe is now unpickable
- Steel safe is now lock level 3.
- Iron chest is now lock level 2.
- Reduced the amount of experience need to level by 30%.
- Increased the amount of points that can be placed into health to 20.
- Increased the amount of points that can be placed into weight to 30.
- Encumbrance has been enabled again with fixes and fallbacks. As a safety measure in-case you experience bad rubberbanding desync, character weight will now zero-out when all items are removed from them (Inventory, Hotbar, Armor, etc...).
- The heaviest weight percentage between a mount and rider is now applied to the mount.
- The status HUD (eg. Health) will no longer stall on its current icons if one appears while mounted.
- Moved the auto restart settings to the ServerSettings.cfg file. Two new variables were created 'restartInterval' and 'restartHour'. If restartHour is set, restartInterval is ignored. The default auto restart time is set to 8 hours. The auto restart settings have been removed from ConsoleSettings.
- Changed the way the server console behaves when running the server as a service. Previously if you installed and started the service and then run Server.exe manually to get access to the console, it would attach like normal but still try to manage the process. So the second console would also check for updates and if you typed restart into the command line it would try to start two instances of the game.
Were actively working on the next update. Thanks for your patience and support.
- Code}{atch
Heat Twitter - https://twitter.com/SurviveHeat
Heat Update - Alpha 4
We are taking the servers down in order to process the update. This update should not require a wipe.
Note - We've been hearing about many crash reports while loading the game, and they seem to have a common denominator - Verify the files through steam ( library right click on heat > properties > local files > verify integrity of cache). Also, check that you have not disabled your windows page file (we recommend setting it to automatic). Please try these steps to see if it works for you. We are looking into why this is an issue.
This update is a smaller one, but deals with some core server stabiility problems we've been seeing. We appreciate everyone's patience and understanding with these issues as we work through them.
- Paging stability, should help with the loading dynamic page queue problems
- Server stability fixes
- Resource gather radius increased by x2 (this was part of Alpha 3, but we forgot to list it)