Hello again and we’ve got an awesome update for you today! Packed full of content and new gameplay. Let’s take a look, shall we?
First Person Shooter:
The first person perspective has been greatly improved on with new models and animations bringing new life to the game. Here is a list of all the weapons and tools we’ve added along with their corresponding animations.
We’ve also added new swimming and moving animations with the hands as well as animations for item consumptions.
Pirate Enemies:
We’ve swapped out the old with the new. Wasters and Salters now feature improved aesthetics on their patrol boats and rafts. Additionally the character models have been changed to something more in line with the theme of Landless. Here’s a list of the changes.
-New Waster Models
-New Salter Models
-Waster Gunboat redesigned
-Salter Gunboat redesigned
-Rafts retextured
-New shooting animations for the enemies to make them look more immersive.
-Bullet streaks added
-Drone model redesigned
Note:
Now that we have a better version of the enemies out. We can now focus on setting up patrols for these guys for the cargo ships and camps. We’ve already began fixing the cargo ship model and have begun work on an interior for enemy patrols. So look for that awesome change in the coming experimentals.
Furniture Pack:
We’ve added a bunch of minor furnitures to help better decorate your home as well as give others more life. Things in this pack includes chairs, tables, dressers, and more! Keep in mind not all the features are working yet for the new furniture. Full functionality will be rolling out in coming experimentals.
Underwater Buildings:
We’ve redesigned the buildings to something slightly smaller and textures more in tune with Landless. This is an effort to get ready to put enemy patrols within the buildings. Keep an eye out in future experimentals.
Modding:
We want to begin some early mod testing while we are working towards the steam workshop update in 0.36
Players can now add their own made homes to the game’s spawner list to allow their own created content to be spawned randomly into the world. To do this, please make sure you are standing on your home and you press esc, then click on the Landless Icon. This feature is still pretty early so it’s not perfect yet hence why button hidden on the icon.
In addition, we have made our own base styles and have added them to the game for the NPC’s. These new homes are the same pieces that can be built by the player. Alos the old style homes will no longer appear in new saves.
Other Changes:
Players can now grow trees back on their islands. Simply by crafting the human waste fertilizer and placing it down on the island. Afterwhich, they must interact with it like potato planting. Make sure you have tree seeds and water :)
Players can find rotted logs on the ocean floor. Rotted logs can be thrown in the grinder to get back scrap wood.
The fishing rod has been made into it’s own useable item that can be crafted. In addition, the player can free look while fishing.
New turtle express courier model has been added. Intercept to take someone else’s delivery...
Multiple databases added for the crafting bench and distillery. Players can now have as many different crafting queues as they like and effectively have a factory running while they are out exploring.
Dev Notes:
Whoo Wee that was a big one! Obviously all these things are just another layer to many more layers. Remember game is still in early access, so these updates doesn’t mean we’ll never revisit these things again to add that extra polish. But the updates are to creep the game ever closer to release and trying to look good at the sametime ;)
Now we will direct our focus on the boat building aspect, so you can expect seeing those features in the new experimentals (Maybe not e12 but definitely by e14). Then of course, we will have Landless integrated with steam workshop opening Landless up to an infinite amount of possibilities.
In addition to working on these things, we will also be going back to work on the story. We want to be able to provide dialogue options for players who are interested in exploring the story further and figure out why they’re doing what they’re doing. As well as some short voices for greetings to help with the immersion. These dialogue options will start making npcs feel more unique. We will also be improving some of the main questlines to make them feel more impactful.
New Save highly recommended
Thank you,
CodeBullet
Experimental 0.36e11 Enemy Update and Furniture Pack
3 of 3! We got the enemies in! Salters and Wasters have now been updated to look like they’re original concept. Animations have been improved to make the AI look more immersive. We still have a few more things to polish on it, but the difference is night and day!
Also we’ve added a new furniture pack! Players will now have access to these things. Keep in mind, that some functions are still a work in progress.
In addition we have also created the unique databases for the crafting bench and distillery. That means players can now have as many as they want all running separate crafting queues. Players can now start a factory that will be crafting while they are out exploring!
Test Notes:
-Icons added for the new guns
-Reduced the brightness intensity on the water reflections
-Fixed arrow impact sound effect
-Hacking waster or salter items will now attract those enemies instead of hacking drones
-SMG ironsights adjusted
-Tactical Rifle ironsights adjusted
-Both Bow aiming sights adjusted
-AI has been given varied shooting rates
-Sound priority added to enemy shooting, that way player won’t be drowned out by shooting sounds from multiple shooters.
-Enemies now play a hurt animation when hit
-Spears and arrows can now be retrieved, just press F while near it and looking at it
-Walking animation will no longer bug if you put away the tools while swimming
-Arrows and spears will not appear in the players hand when out of ammo, press R to reload if you put new ammo into your inventory.
-Spear will now disappear after throwing the last one
-Melee attacks disabled for the bow
-Increased ski thruster use time for underwater
-current weapon ammo is now updated when ammo is dropped
-Fixed the sniper rifle animation from playing twice when taking out with 0 ammo
-Dead Octopus positioning has been corrected as to not show it above water
-Added F to loot and interact text UI
-Harvest instructions for seaweed
-Interact text added back to the diving suit in the towns
-Fixed NPC rendering, they are now properly respawning when render back
-Failsafe prevention added for player who try to use the suit on the island
-Places where you can hit the boat to fix has been expanded to include every part of the boat
-Waves have been slightly reduced for storming weathers. (We are working on new weather mechanic, instead of random weather anywhere in the world) The strong waves were making it difficult for players to interact with objects, however, we want to later release giant storms, but first figure out a way to balance cool epic storms with calm currents so I can build.
-NPCs now correctly showing blood when hit
-New Creature added. Turtle Express Courier, player will see a moving box in the sea only to realise it’s a package on it’s way to another survivor!
Dev Notes:
Thank you everyone for the big support and your patience. Landless has come a long a way and we’re really glad the community has helped us get here. The word about Landless is starting to get out and we couldn’t be any happier. We will continue to work hard on this game and show we’re not your typical indie game.
Small early modding ability available now. When in the game, hit esc, then click on the Landless Icon, this will allow you to name your platform and add it to a json file which will then be pulled by the game to include to the random npc houses you see around the world. Make sure you are standing on your platform.
We have our own dev created homes that we will be putting in for the next update just to make the game have it’s varied starting content for the npc buildings. Then players can expand on that list if they want to create more variety in the npc buildings.
That wraps it up for these portions of the experimentals, we are working now to transfer these new things over to the new update 35.7
Extra things to be included in the update will be the dev created npc homes, more polish on the modding tool, more polish on the enemies, and most importantly more methods to obtain loot such as wood.
Thank you,
CodeBullet
Experimental 0.36e10 "Animation/Model Pack 2/3"
Heya Landlubbers!
We got our next installment of models and animations. Which means all the weapons are taken care of. (We still need to do a few tweaks for aiming down sights on some of the weapons) We also did some fixes on the previous experimental as well to get a better polish this time around.
New Weapons:
-SMG added
-Sniper added
-Tactical Rifle added
-New Hunting Spear, can be thrown or used to stab
-New Wooden Bow
-New Compound Bow
New Furniture:
-Distillery cooker added, only has the cooking categorey
New Enemy:
-New Salter Drugboat
We've also created new crafting recipe for the low tech weapons and arrows. Birds now drop big feathers which can be used to make arrows.
Minor Bug fixes:
Mainly animation clean ups and optimizations
Dev Notes:
Alright, now all we got left is the new enemy models and animations. This should make enemy attacks feel more immersive. We are also working on creating the databases for the crafting bench and distillery, so hopefully next experimental you will be able to have many different crafting queues at once.
Additionally, we may also release our first moddable content in the next experimental. More detail will be revealed then.
Thank you,
CodeBullet
Experimental 0.36e9 Animation/Model Pack 1/3
First Person Revamp
First of 3 parts for the new animations and models for the first person shooter and enemies. This part we have the basic unarmed animations and swimming. I will discuss what we have done for the next 2 parts.
Only Pistol, Shotgun, and Assault Rifle currently set up. If you use the other weapons you will see the old models and animations which will be replaced in the upcoming parts.
Unarmed animations have been made for running, jumping, and swimming. Eating/Drinking animations have been added as well. However, no model has been added yet. Must look down to see the animation.
Dev Notes:
Have been pretty sick for the last week, hence no activities on the forums. The next 2 experimentals will be bringing in the remaining weapons as well as 2 new types of bows and a throwing spear. Furthermore, the enemy pirates will have new models and animations as well.
When we finish the animations part, we’ll be moving on to modular boat building then steam workshop.
We have been dabbling a lot with getting moddable so we may be able to allow small simple mods before we get to the steam workshop update.
We will also get back to bug fixing for the next experimental.
Thank you,
CodeBullet
Alpha 0.35.5.1 Hotfix
Mostly Hotfixes for the recent update. Should make the game much more stable. We are switching back to work on the experimental branch and will be working on releasing the new weapons and animations for the player.
Fix Notes:
-Fixed dying to Leviathan bug, when dying to the great beast, the player will spawn out of the suit.
-Skeletons now stay despawned on the island once the player begins cutting the trees.
-Fixed UI for crafting, should now open on first click instead of having to toggle crafts first
-Added sulfur extraction back to crafting under cooking
-Fixed disappearing building parts
-enemies that run away will count towards the kill in base defense
Note:
If you downloaded an update before these notes were announced you will need to re-update (~1.9mb) to when notes were posted.
If you've already experienced disappearing parts or parts being rearranged, just tear them down with crowbar and put back together and should reload fine the next time. If a spot has 2 building parts in one spot make sure to crowbar both down as if leaving 1 of them up can still cause glitches.
Moving on to 0.36e9!
Alpha 0.35.5 Update "Base Defense" !!!ON SALE NOW!!!
Base Defense
Players can now craft and build a satellite dish on their base to start a base defense. Base defense is a part of ACT II and is the step needed to locate the EcoTech HQ. (EcoTech HQ will be released in future updates) Base defense is repeatable after completing the first time. You can view more details in the in-game help menu.
Planter Boxes
New Planter boxes allows you to place them on your base and use human waste and water to farm potatoes. Potatoes can be used to make yeast, which can then be used to make alcohol and vinegar. You can view more details in the in-game help menu. More plants to farm in future updates.
Aqua Planter Box
New Aqua Planter boxes allows you to place them on your base and plant seaweed. Seaweed has many applications. You can view more details in the in-game help menu. More aqua plants to farm in future updates.
Furniture Model Swaps
All old generic furniture models have now been successfully replaced with our own made furnitures. More and more new furnitures will now be added in future updates.
Grinder
New grinder allows scrapping your items. Place on your base. Then drag and drop items from your inventory over it in real-time to scrap the said item. Just like dropping your items but instead doing it in front of the grinder model.
Creature Repellent
New Creature Repellent can be placed on your base. Can be toggled on/off. When turned on, it will keep creatures away in a 100m radius, similar to the mechanics in towns.
RNG Fishing
The further you venture out, the bigger the loot table variety. Players can now catch a lot of random junk in the ocean in addition to the usual fish that are caught.
Player Respawns
Players who die will now spawn back on their beds upon death instead of having to reload last save file. If saved on the boat and died, player will be brought back to Leavenworth. If died while wearing the A.D.S. suit, player will respawn with suit on and will need to hang it back up.
Old saves will work. However, will not get the mission for base defense. Will still be able to start it though. Will be releasing a hotfix soon to turn it back on for older players, still good to play for now!
Halfway to 0.36! We have 3 key things left now before we reach the highly anticipated 0.36 steam workshop update. Here’s what’s left.
-First Person Shooter overhaul. After months, it has finally made it to the top of the task piles we have made in trello! That means you’ll be getting some new animations and weapons. This is actually the last piece that needs an overhaul. After this change, Landless will have finally rid itself of all the 3rd party plugins from the early access release version of 0.30. Once we get the first version in place, we will then be able improve the player physics on the boat as well as the Pirate AI’s, animations, and models.
-Modular boat building system. Similar to building your own floating platform, except players will be able to place boat equipment pieces on it to give it’s own boat stats just like the main boat. Players will be able to do exciting things when this comes out such as motorized homes, massive links between cranes, skys the limit when this comes out!
-Steam Workshop. To put a pretty ribbon on top of all this, we will open up the gates to community mods! Import your own models, make your own loot, or edit databases. There will be so many things to do when the community can start making changes to the game themselves!
Thank you to all those who have been actively showing their support :)
Base defense is here! We are proud to introduce our first working version of the base defense. The mechanics are pretty solid, but the visuals will need to improved later on when we put in the new enemy models and animations.
Why base defense?
In order to find the EcoTech HQ, the player must first download data from an orbital satellite to obtain the location. The player uses a giant crafted satellite dish to download the data, during which will draw a lot of hostile attention. For some reason, there are external forces at play that want to keep you from finding EcoTech.
How to get started
Research a satellite dish from the heavy section in the blueprints menu. Next craft a satellite dish and place on your base. Once placed make sure you’ve built an adequate defense such as walls, windows, and hydro turrets. Next interact with the satellite dish to start the connection. When this happens players will notice a small counter near the ammo counter. This counter represents the incoming enemy wave.
How it works
Once you’ve completed the wave, you will notice the enemies will stop approaching and that the satellite dish now states 20% complete. You may now take this time to recuperate. You can start the next wave at any time you like. The satellite will stop after every 20% until 100% in which case you will receive your reward and will have completed Act II. Act III will focus on the EcoTech HQ and will be released at a later time.
Hints and Tips
Enemies that come from the base defense can now destroy building parts and furniture. Be wise about your placement and setup. Enemy AI is set to destroy the satellite dish at all cost, however will redirect their attention onto the player or hydro turret if in mid range to have some semblance of self preservation instead of kamikaze into the satellite dish. Satellite Dishes that are destroyed will spawn a wreckage pile that can be looted to gain back some of the lost materials. Players will have to restart the connection from 0% when this happens.
Additionally, building parts and furniture can be repaired. Hammer and scrap wood for wood primary objects and scrap metal and wrench for metal primary objects. Players will know the repair is working when scrap is taken out.
Warnings
Satellite Dish does not work near towns as the large signals from their antennas interfere with the satellites connection. Even if you try to tow a working dish into town, the satellite dish will automatically power down.
Aqua Planter Box
-Players can now plant seaweed and farm them after they grow out more in their tanks
-Same interaction style as the potato farm except will only need 4 seaweed to plant, since saltwater is so easily accessible…
These two planter box will now open up the way to more different and varied plants
Loot Balances:
-Players can now extract sulfur from seaweed via the crafting screen under cooking
-Gunpowder result now gives 3 instead of 1 however recipes needed increased for human waste, wood ash, and woil. Sulfur amount remains unchanged.
-Harvest amount from trees on carnivorous islands have been increased to 10-15, up from 5-10
Model Improvements:
-New model has been swapped for Home Antenna
-New model has been swapped for Work Bench
-New model has been swapped for Wooden Bench
Test Notes:
-Game will no longer zoom in on gun when UI window is up and player right-clicks
-Window state such as closed or open will now save
-Non scrappable materials will display message they can not be scrapped
-Added description to island platform to inform on how to remove it
-Health buffs from food and drinks adjusted
-Alcohol is now consumable
-Wildlife AI now avoiding collisions with the carnivorous island
-Ammo added to the random merchant loot table
-Fixed NPCs going into the floor in Leavenworth
-Fixed a bug where drones would become docile after killing you
-Fixed a bug where your hydro turret would try to kill the shark you have hanging on the crane
-Can no longer open inventory on the death screen
-Hydro turrets AI improved and should switch targets quickly after killing a target
-Merchants in homes have been made static to prevent them walking into the water
Dev Notes:
We will be adding another live patch 0.35.5 after this experimental. Which means we are just halfway to 0.36! Almost there guys :) After the live patch, we will have the first person shooter overhaul (Means new weapons also non guns and animations, well at least the starting foundation), Modular Boat Building, and Steam Workshop to finish to get to 0.36.
Thank you,
CodeBullet
Experimental 0.36e7 "Drag n Drop Grinder"
Summary:
-Drag n Drop Grinder
-RNG Fishing loot table
-Creature Repellent
Drag n Drop Grinder
Craft and place a grinder on your base, then approach it and begin dragging items over it as if you were trying to drop them in. When this happens the item will be scrapped for a partial return of its parts. Does not work with chemicals and organics. Must be researched first from blueprints menu.
RNG Fishing loot table
The farther the player ventures out from coordinates 0,0 the bigger the loot table the rng can roll against when fishing. Differences are in sets of 900 units apart.
Creature Repellent
Need to keep creatures away from your base? Now you can with the all new creature repellent. Just craft and place on your base and flip the on switch to watch no wildlife come near you! Effective range of 100m. Must be researched first from blueprints menu.
Test Notes:
-Whale light’s light status will now be saved.
-Dying underwater no longer bugs out, instead you will respawn on the surface with your suit and will require you take it off to resume full functionality.
-Dying restores hunger and thirst as well.
-Potato farming is now properly requiring 4 raw potatoes and 4 human waste to plant.
-Error message will show if you do not have the materials to plant.
-Tiger shark spawn rate increased by 100%
-Hammerhead shark spawn rate reduced by 50%
-Some crafting names will appear showing parentheses which indicate anything special about that particular mat.
Dev Notes:
Hope everyone’s been enjoying the game and building your profile up. We’ve got a real treat coming in the next experimental, so I hope everyone’s been building up their base and collecting resources ;)
Thank you,
CodeBullet
Experimental 0.36e6 "Farming"
Potato = EVERYTHING!
New Planter Boxes now let you plant raw potatoes. Place your planter box on your base and get ready to farm!
Interact to spread human waste and plant 4 potatoes in each box, then interact again to water. Make sure you have enough human waste, potatoes, and water when doing this.
Wait 4 days for plant to fully mature. Interact to harvest your yield, start process over again to get more potatoes.
What the hell I need potatoes farmed in my own S**T for?
Excellent question. Raw potatoes can be turned into Yeast, which is a very important ingredient for alcohol.
Alcohol can then be turned into vinegar, through natural methods, it will take much longer to craft. However, once you get some vinegar, you can then craft vinegar through the Prepped method which is a combination vinegar and alcohol to speed up the crafting process.
Vinegar is now very important due to its high acidic properties. Vinegar is primarily used to make batteries and scrap plastic now.
MAY YOU SURVIVE A HUNDRED DEATHS!
Player respawn system now added! Did you just die? Worry not, some mysterious forces from the sea has carried your battered body back to Leavenworth or your Bed depending on whether you saved on the boat or in a bed.
Death incurs a 5% woil penalty. Hey those mysterious things need to get paid too!
NEW SHARK SKIN BED
Finally a real bed made for a real survivalists! Snuggle yourself with the warm skin of your most feared foe! Lay on the best seaweedpedic mattress ever made. You’ll sleep so well, you’ll never want to get out of bed!
Test Notes:
-Carnivorous Plants can now be damaged in the head
-Human waste added to enemy raft and boat loot. This represents the pirates that died with the ship. Since all lootable dead people should produce human waste.
-Fixed graphic glitch on underwater loot when you get close.
-Save game problem fixed when players used special characters for their save file name
-Fixed some stickiness of the UI on the boat UI screen
-Items will no longer put items in storage when you have the crafting screen open
-Fixed the Disable UI button to be more functional
-Fixed the killswitch bug found by scheve120. Thanks for that one!
-Picking up placed platform will properly remove the platform on game reload
-Buoys should now be appearing after game reload.
-Carnivorous Island cached to the Pool Master. Resulting in negligible load time increase in exchange for fps boost while in game around carnivorous islands while the render and render out.
Dev notes: These content drops are reflective of all the support and investment you have made for this game. Keep spreading the love and let people know the true potential of Landless!
Thank you,
CodeBullet
Alpha 0.35.3 UPDATE
BIG UPDATE! We still have a lot more to do before we hit 0.36 but we feel that we got a pretty solid chunk here that we can release to the LIVE version and get back to work on the next set of content and features!
New Content Overview:
-Carnivorous Island
-Building Improvements
-UI Improvements
-Loot/Economy Balance
Carnivorous Island
Search out and find island formed together by algae and roots. Cut down their trees and collect that precious scrap wood. But be careful! There seems to be a lot of human skeletons laying around. Players can also build on the island using the “Island Platform”. Island Platforms can only be removed by the boat crane at this time, so if you’re boat can’t reach the platform, it will stay there.
Build Improvements
New building models that screams a LANDLESS style to them! Building works the same way as the old system except now there’s been a lot of bug fixes and optimizations. Players can now connect platforms using the “Stabilizing Platform”. Be careful how you place, if you place to low below the water surface, the water force will push down on it counteracting the other side. Lots of fun building experiments for all!
UI Improvements
Replaced all the old textures with sharper more contemporary textures. We’ve also put in a ton of fixes and optimizations to make the UI as smooth as whale butter! Players will find the game much more easily accessible and can now enjoy a seamless adventure out at sea!
Loot/Economy Balance
We’ve been able to get some valuable play data in the last 3 month and have found a very solid well balanced approach to the loot and economy. Players will find loot to be more scarce, this is due to allow the player to rely more on their survival instincts to harvest and collect materials from the world. Late Game will still prove to be challenging and require survival strategies to survive. Early game have a better learning curve to them and the loot the player can obtain from the start won’t be too overwhelming and will allow optimal survival when materials are distributed in a logical survival thought process.
New Creature
Vampire squid, can shoot down then cut up with plasma cutter to harvest. Good target practice for when you want to fight the Leviathan. Also, Megalodon sharks have been added to the world spawner and can be found while exploring. In addition, players can outrun the shark to lose aggro and the bait now only has a 5% chance to spawn the mega shark.
Alright, now that we got a nice stable version for LIVE. Let’s get ready to bite off the next chunk. Even though we announced that the end goal of 0.36 is Steam Workshop, blah blah, etc, we still have a more surprises up our sleeves! The funny thing to all this is… We’re just getting started ;)
P.S. - Snuck biofuel for one the traders in Leavenworth to help new players struggling with fuel at the start.