Mostly bug fixes and final layer of loot/economy balancing. Should be very stable and may need a few more tweaks before releasing live. These experimentals will apply to 0.35.3 patch coming up.
Test Notes:
-Fixed NPC dialogue from staying on the screen
-Basic blueprints costs raised back to 5
-Desc added to stabilizing platform
-Signal disruptor text changed
-Gunpowder/Ammo crafting rebalanced
-Loot log will show will harvesting creatures on crane
-smart waster generator stats fixed
-Economy rebalance, prices have been adjusted to match the new loot balances
-Whale lighting icon updated
-Enemy camp loot rebalanced
-placing items/building incorrectly will no longer keep the red preview visible
-Shooting things from afar will no longer loot certain things
-boat driving disabled while in suit
-harpoon launcher disabled while in suit
-island spawn placement adjustment
-megalodon shark can be damaged in the eyes with guns
-tree harvest working 10-15
-Player with old saves must rescan areas to update map textures if we’ve updated them ourselves
-Hacking drones comes when you learn a blueprint
-Workbench disabled while driving
-Loot boxes in towns and homes have been changed in model and textures
-Leviathan will not spawn under Leavenworth
-Contract items can not be sold
-More UI optimization
-names added to the survival tips in the help menu
-Windows can now be opened and closed
Dev Notes:
We plan to make some final tweaks before releasing live as 0.35.3. Overall the game should be very stable now. Recommend using a new save with this version to get a fun challenge from the game. Old saves still are good, but it’ll feel more like a cheat file now that the numbers have really come down. We want get a good solid stable version out before we work on the next set of experimentals. Which will be some big content drops!
Thank you,
CodebBullet
Experimental 0.36e4 Connecting Platforms
New building models are here! Along with building fixes!
Wooden Railings added to the crafting list!
Window Features coming soon!
New Stabilizers:
Can be placed like floors except they add buoyancy. WARNING: If you attempt to place a stabilizer while dipped in water, it will place the stabilizer while it was underwater which can cause the water to push down on it, propping up the opposite end like a seesaw. Usually it balances itself out if you have some weight on the other end.
Stabilizers can be returned by crowbar but player must hit from the bottom.
Loot Rebalance:
-Loot tables have been changed on 90% of the container loot in-game. Random equipment pieces have been added to the tables. Players can now find parts for their boats and not have to rely on hacking.
UI Fixes:
-Opening tab in front of merchant will no longer bug your inventory to only be able to sell
-Open the tab menu with the plasma cutter will no longer keep the plasa cutter stuck on
-Crane interact message should no longer get stuck on screen
-Suit UI will now close when player leaves range
-NPC chat will now close when player moves away
-Player will no longer lose material for finishing a crafting queue when the crafting bench inventory is full
-Opening the tab menu will disable the building part you were trying to place
-Empty message should no longer get stuck when looting underwater piles
Test Notes:
-Storage Crate model replaced with the bigger better textured model
-Fixed stats on certain boat equipments
-Building selection will stay on after you place a piece if you have more of those pices in your inventory
-Carnivorous island should no longer be popping up within coordinates 1800
-Giant worms should be dropping seavine now
-Another collider refinement on the island
-Recipe amount reduced for the signal disruptor
-Model flicker on the carnivorous plant has been fixed
-Bottom of tree has been covered after player cuts it down
-Vampire squid falling physics tweaked
-Amplify stat has been reassigned and works with the radio. The higher the amp stat the more available contracts will be displayed on the radio.
-Makeshift battery crafting now produces 2 instead of 1
Dev Notes:
Old saves will work but your old bases will be bricked. To avoid this you can deconstruct your base using the crowbar and store the parts in your boat storage. (Do not put in a storage crate on a platform). Upgrade to e4 and load the game and build your dream!
Hope everyone enjoys!
-CodeBullet
Experimental 0.36e3 UI Improvements
Took us some time but we got some good changes and fixes done to the UI. Switched to textures common with survival games and added more fixes to reduce clunkiness.
New Vampire Squid Added
Random vampire squids will patrol the ocean bottom, you can hunt them with your harpoons and harvest them with your plasma cutter. More realism tweaks (movement/falling) will come in the next experimental.
Test notes:
-Some NPC names have been corrected
-Colliders added to canteen tables in Logansport
-Colliders fixed on rope bridge in Logansport
-First Person Body Perspective disabled
-Whale Light should now be working correctly
-Wooden Bench should now be working correctly
-Player should no longer need to press F twice when knocked out of the UI due to high waves
-Loot UI will now close when player moves away
-Crafting recipes for all boat equipment have been changed to require the previous item. (i.e. Eco engine will need a heavy engine) This puts requirements in the tech tree while still allowing players free thought on which tech to get. We will be adding items to the loot tables soon to compensate for this change.
-Shop interaction is now less clunky.
-Colliders on Carnivorous Islands have been refined.
-Seaweed floating near the surface is now looted by hitting it with an axe with a chance to get sulfur.
-Enemy UI’s should no longer get stuck on the screen after killing them.
-Carwrecks are now harvestable with the plasma cutter
-Crafting slider sensitivity increased
-Player should no longer need to press tab twice at times to bring up the inventory
-Crane menu autocloses when you move away
-Close buttons added for these UI screens: Crane, Unstacking, Suit Pack, Blackbox Vendor, Town Trader, and radio contracts.
-Hacking minigame has been disabled and replaced with the overload it feature. Hacking drones will be brought back in next experimental.
-Map Scan Bug fixed
-clicking on an item in the storage will display its info in the inventory box
-Option to turn off tooltips added
-Sound effects added to carnivorous plants
-Building previews should no longer be appearing at odd angles
-Player no longer has to press F twice to reactivate the crane after using it
-Flipping the boat will autoclose the crane UI
Devnote:
Good news on the art front! The new building part replacements are done and being worked on for the next experimental. Thank you everyone for your continued support!
Experimental 0.36e2 "Carnivorous Island"
After days of exploring you find something green in the distance… could it be? What you been searching for so long, could it finally be land?... As you approach closer, you notice it is not land but algae and roots entangled together to form a large floating island. You dock with the island only to find things quiet, too quiet…
New Carnivorous Island Added
Features:
Island can be found randomly in the world anywhere 1800m away from leavenworth in any direction. Meaning coordinates must be over 1800 on both x and z or negative.
Players can harvest scrap wood by chopping down trees, chopping trees consumes stamina. If you try to chop the tree with 0 stamina it will not hurt the tree.
Chopping trees now pulls up the new harvest log which shows how many resources are going into your inventory per chop.
Chopped trees are saved and players must find new islands to find more trees.
Carnivorous plants as enemies added. Will be harvestable in future experimental.
Skeletons will have loot added in future experimental
Test Notes:
-Crafting via the player tab will no longer put the result in the boat crafting bench.
-Buoys should no longer be appearing upside down when coming back into render.
Dev Notes:
Just another chunk towards our loot overhaul. We will also be changing how some of the current loot works. (i.e. player only needs to hit the seaweed with the hatchet instead of trying to loot it).
Steam Workshop progression is still moving steadily. New building models will be done soon so we’ll be doing a swap some time soon. When we make the swap we will also make it so players will be able to build on the new island. About halfway through on the gun animations, may be added shortly after we get the model swaps done on the buildings.
Thank you,
CodeBullet
Experimental 0.36e1
First of many experimentals on the road to 0.36
New Feature:
Player can now craft seperately from the boat crafting bench and each can have their own crafting queues. This is the first step in preparing for new crafting furniture as we will need to have players be able to make different craft queues from different stations.
Player crafting is only limited to the "craft" category.
Test Notes:
-Blueprint descriptions should now be updating in real-time when clicking to different selections
-Blueprint menu will now show description for none equipment items
-Minimap line of sight should now be attached to the boat when the player controls the boat. Before the minimap LOS would move with the player camera while driving.
-Enemy rafts will now avoid getting stuck on beacons
-Sharks and orcas will no longer collide with each other
-Paused menu can no longer be bugged out by pressing esc menu while paused.
Dev Notes:
Preliminary steam workshop tests on integration is going well. Will keep everyone updated from experimental to experimental.
We are also expecting some new content in the next experimental as a portion of the loot overhaul.
Alpha 0.35f1 Monster Update Live!
Watch the Trailer!
https://youtu.be/0UneoGmue24
New Harpoon:
Craft and mount the new Impaler Harpoon on your crane and start taking trophies! Player will also be able to control the boat while controlling the harpoon. Be careful though as there are no seatbelts, so one hit and you’ll be knocked out of the seat! SIDENOTE: We are working on attachable harpoons and is something that will be released at a later time when we introduce more physic fixes. (You must look at the chair to mount and dismount the harpoon launcher. https://skfb.ly/6sHYC
New Creatures:
Sperm Whale
Player can now find sperm whales out in their travels, they can only be harmed in the eyes with non harpoon weapons. When you shoot a harpoon at it, the whale will attempt to run away. During this time, the player needs to stay within 300m of the creature or else it will dive back under never to be found again… Sound easy but if you get too close the whale will knock your boat over and the time it takes to recover may be just enough for the whale to get away ;)
Megalodon Shark
Currently only summonable, will be added as a rare spawn into the world after some more balances. Player has a chance of summoning a mega shark from the distance by using Large Chum or Large Spam to attract small sharks. Megalodon sharks want to grab you from the boat, capsize it, and take you 20m below the surface. If a mega shark gets you, just float back to the surface and quickly get back in your harpoon, for the Megalodon will return shortly to repeat this harrowing attack.
Leviathan
Currently only underwater, will be added to surface combat in the future after more fixes. Player can fight the Leviathan for the first time by using the dive suit in Logansport. Keep in mind the monster under Logansport does not respawn and players will need to go out and dive out in the world for a random encounter with more Leviathans. The Leviathan is a long fight and will require patience and some mechanical bull riding skills (Only for the truly daring survivors). https://skfb.ly/6sInU
Trophies:
Each one of these 3 creatures can be harvested by either using the hatchet or plasma cutter. When this happens, chunks of meat will fly out until you’ve completely harvested the creature and the creature disappears with a skull reappearing in its place. Trophies can be placed on player built homes and may require rotating skulls with the middle mouse button to find a good spot.
Fishing Overhaul:
In an effort to eventually remove all the minigames (This includes Hacking) from Landless, we have done our first test removing it from fishing and replacing it with a more immersive method where the player will cast out a float bob which will be tugged down when you get a bite. At this moment you must click the left mouse button to reel it back in. Fishing has a chance to attract a tiger shark.
Damage Indicator:
Players can now figure out where they are getting shot from by looking at the orange triangle on screen.
Patch Notes:
-Hammerhead sharks speed has been reduced by 20% and health increased by 200%
-Buoy build states have been removed, when player plops down a buoy, it will be fully constructed
-Fixed certain merchant ships that were missing merchants leaving villages
-Makeshift battery cost has been reduced from 10x to 1x. The makeshift battery approach is acting as placeholder until we implement a more efficient system.
-Collection contracts should no longer bug out and will read the amount of items you have correctly.
-Crafting queue corrected, Player can now cancel any queue in any order, this has also fixed a UI bug where queues where not showing up after reloading the game. If problem persists, please let us know right away.
-Rain and weather effects are turned off when the player is in the dive suit underwater.
-First Aid kits can no longer be consumed in the suit. (They didn't heal while in the suit, but the player could still consume)
-Optimizations on the small villages, adding them to the pooling list, small villages should be causing less fps drops when rendered in.
-Added new code to the npc buildings and enemy camps to self correct itself if accidently flipped over.
-Player can now properly pick up floating platforms without having another one in the inventory
-Merchants should now be appearing in their shops
-Sharks no longer tread water and will move linearly unless attacked, at which point they’ll attack either you or the boat.
-Merchant ships no longer get stuck on container ships and will be redirected
-Seaweed stacks changed to 2000
-Enemies should now be appearing on gunboats on all fresh spawns
-Enemy camps should no longer be flipping over
-Enemy rafts should have all enemies on the raft during a fresh spawn
-Container ship ladders are now fixed
-Adjusted morning lighting to be more bright when transitioning from moon to sun
Dev Notes:
Thank you for your support and we hope you enjoy the update. We will be posting the 0.36 (Steam Workshop) update preview in a couple days on the forums so keep a look out for that :)
Thank you,
CodeBullet
Experimental 0.35e5 "Fishing Overhaul"
Fishing minigame has been removed and replaced with a more immersive fishing style where the player will cast a bob (Rubber Duck) and wait for something to pull it down before reeling in.
This is an effort to eventually faze out the minigame from Landless since it does not fit in the Survival Genre. This also includes the minigame for hacking, but will be fazed out soon when we have a suitable alternative to swap.
Fishing also has a chance to attract sharks
Test Notes:
-Buoyancy corrected on the sperm whale and mega shark meat chunks
-Getting damaged while in the harpoon seat will now knock the player out
-Being knocked out by a sperm whale should not permantly alter your harpoon perspective
-Whale swimming height slighty elevated
-Hammerhead sharks speed has been reduced by 20% and health increased by 200%
-Trophies added for Sperm Whale, Megalodon Shark, and Leviathan. After you finish chopping them up a skull will appear you can loot
-Trophies can be placed in your homes
-Buoy build states have been removed, when player plops down a buoy, it will be fully constructed
-Fixed certain merchant ships that were missing merchants
-Elimination contracts fixed, this was altered when we attempted to repair the collection contracts. Both should be working now including the shark lady.
-Makeshift battery cost has been reduced from 10x to 3x. The makeshift battery approach is acting as placeholder until we implement a more efficient system.
-Wrecked cars added to the Leviathan Zone
-Dead Megalodons will no longer flip the boat
-Dead Megalodons will no longer grab the player
-Megalodons bite attack now working properly and will drag the player down before letting go to allow the player some time to reflip his/her boat and get back into combat readiness.
-Megalodons colliders have been refined
-Player should no longer get stuck in the Megalodon
-Sperm whale should no longer spin in circle under the water when attempting run away from a player that has been capsized
-Sharks no longer tread water and will swim until aggroed
-Shark respawn timer reduced to 2 minutes down from 5 minutes. Default was 1 minute
-Megalodon should no longer fly
-AI optimization for megalodons and sperm whale
-Harpoons should no longer shoot blanks after killing a megalodon or sperm whale.
Dev Notes:
We are going to be running tests all weekend to do our best to prevent game breaking bugs on update day.
Thank you,
CodeBullet
Experimental 0.35e4
Experimental Notes:
Impaler Harpoon Launcher
-Can be hacked under mechanical>heavy on the blueprints UI
-Can be crafted and mounted to the back crane
-Player will be able to control the harpoon launcher and boat simultanously.
-This may be strange at first since you will have 2 rotating points acting against each other (i.e. swiveling the harpoon while rotating your boat in the opposite direction)
-Use the crosshair cursors for reference points during shooting and to better calculate your timing
-Player must look and press "F" at the harpoon chair to mount/dismount
-Harpoons cause 100 damage and 10 damage per second (Bleed Effect) for 5 seconds
-Ammo requirements will be added soon
Sperm Whale
-Can be spotted from a distance when it sprays water
-Can be found in zones where orcas spawn (Low rate)
-Runs away when attacked
-Can only be damaged by harpoons unless hit in the eye
-If player gets too close, the whale will knock the player out of the harpoon with a chance to flip over the boat.
-If whale hits player, whale dive down where it will eventually fade away.
-Player can cut chunks of fat out of it when it dies, similar to the Leviathan
Mega Shark
-Can be summoned by using large spam or large chum (10% Chance)
-Has a chance to knock over boat on contact
-Can be damaged without harpoons
-Same harvesting technique for the dead shark
Leviathan
-Fixed AI pathing, no longer swimming into the ground
Fixes:
-Collection contracts should no longer bug out and will read the amount of items you have correctly.
-Crafting queue corrected, Player can now cancel any queue in any order, this has also fixed a UI bug where queues where not showing up after reloading the game. If problem persists, please let us know right away.
-Rain and weather effects are turned off when the player is in the dive suit underwater.
-First Aid kits can no longer be consumed in the suit. (They didn't heal while in the suit, but the player could still consume)
-Optimizations on the small villages, adding them to the pooling list, small villages should be causing less fps drops when rendered in.
-Added new code to the npc buildings and enemy camps to self correct itself if accidently flipped over.
-Shark respawn timer set to 5 minutes up from 1 minute
Dev Notes:
Trophies will most likely come out on the Live release. More balances and restrictions will be added in the live release.
Experimental 0.35e3
Notes:
-Post-Processing Options added, Players can now use the sliders for the color grading as well as turn off certain camera effects.
-Wildlife Despawn Range expanded to 500m up from 250m
-Decreased render range slightly on NPC houses, this will help keep it from sinking then flying back up
-Player can now loot the Leviathan by jumping on it's dead body and using the plasma cutter to cut chunks of meat out of it. No trophy yet, will be introduced sometime before end of month though.
-Movement speeds changed slightly on surface walking/running, swimming, and Suit movement. Players will now notice acceleration when walking, this is barely noticable if the player is using sprint. Swimming was like gliding in space and now player will feel more drag on them while in the water. These changes were needed to get ready for future physics updates.
-Tech Points for all Basic Items have been reduced to 1 and makeshift battery requirements to 10. This will help new players acquire basic techs very quickly to get more acclimated with the game from the start.
-Quick waypoint system added to the World Map. Click on any icon on the world map to toggle the icon onto your minimap. From there just follow the icon on the minimap to reach that zone.
-Help text added to inform players on the new hacking system instead of the old.
-Also includes fixes from 0.34p6
Notes:
Just a few more days and you'll be able to test those harpoons on the mega sharks and sperm whales. :)
Thank you,
CodeBullet
Hotfix 0.34p6h1
Notes:
-Fixed beacon minimap icon
-Fixed buoy minimap icons
-Fixed the 2 unique contract givers on the top floors of Leavensworth
-Overload added to Hacking. Expend makeshift batteries to bypass the minigame. Tech prequisites are going to be implemented at a later time, part of our major loot overhaul for the next month.
-A.D.S. Repair Kit Fixed and added to the tech tree under Mechanical>Heavy
-Player can now go back up to the surface from the ocean floor
-Prototype RNG merchant system added to the merchants you find at random floating houses. We will be adding more variances overtime. Official announcement will be made later with the loot overhaul
Notes:
Working on the post processing effect options, should have that out in the next experimental.