Hacking has been changed to a mini-game instead of the RNG Dos window. Player will need to unlock layers of security consecutively to succeed the hack. Higher Amplify Stat helps reduce the number of layers you need to bypass.
Signal booster has been changed to signal disruptor and will instead prevent hacking drones from coming when you fail your next hack. Additionally hacking drone incoming range has been extended by 200%.
We’ve gotten a lot of feedback on the hacking and we feel making it skill based as opposed to RNG based was the right approach. Now players who have been practicing on their fishing will find the hacking more practical.
Visual Improvements:
Added post-processing effects, This include anti-aliasing, minimal motion blur, a miniscule of graining, a tad of color grading, and a dash of bloom. If you or your computer doesn’t like them, you can turn them off in the settings in-game.
[BEFORE]
Also changed ocean to light blue color. Some may wonder why not that deep dark blue. Well we tried and it just doesn’t look that well. I guess you could say it doesn’t look that great in real life either, so we picked something that would add better contrast with other objects and make exploring more accessible.
[AFTER]
Equipment Stat Scaleback:
All equipment stats have been changed. Significantly nerfing primary components and buffing secondary components. This scale back is intended to prepare for the great loot overhaul as well as custom boats coming 0.36. Soon loot and crafting recipes will also be scaled back as well in the future.
Legacy Branch:
Added a new branch called legacy, it will have the previous version for anyone who needs to rollback their updates.
So let’s get to the Notes
Patch Notes:
-Text size of Tutorials expanded
-Drinking and driving returns the bottle
-HUDs are click and draggable, put them wherever however you like!
-Gun wield changed to z from f, player will no longer disarm when using doors
-Fixed savegame recognition. There was a problem when players would manually manipulate the save datas in the folder knocking the ids out of order. Game will automatically reorder if moved out of order now.
-Added wood ash text
-Removed Salter Lab “Breath of Cthulhu” mechanism, well reintroduce at a later time.
-Added makeshift batteries text
-Refined boat colliders some more, so players can shoot near the exterior hull
-Crafting times reduced for building parts and processed parts to 2 seconds from 5 seconds
-Sound effects added for opening and closing loot containers
-Loot containers will now display “empty” once player has looted and comes back to it
-Achievements now working, finally, sorry about the long delay
-Turtle delivery loot now has sound effect
-Repair sound added when player repairs the boat
-Trade merchants are now properly spawning on their rafts
-Sound effects added to items when they move between storage and inventory, vice versa
-Backend clean-up for the HUDs so they would align better when resizing
-Clicking on craft max would calculate part of the ingredients, this is no longer the case and looks to make sure you have all the ingredients
-Minimap Icons added for orcas, sharks, wasters, and salters
-Orcas no longer get stuck in town, they are affected by the creature deterrent as well
-Alternative A.D.S. Harpoon ammo added. They can be researched and crafted. Press and hold “R” while in the A.D.S. suit to bring up a radial menu where you can click on the ammo you wish to use. The default ammo is still unlimited but will be changing over time. We just need to get some gameplay data.
-Screen turns black and white when the player reaches below 20% health
-Adjusted lightings on sunsets to persist until the moon gets to higher position where it can project its light on the entirety of the scene.
-Giant worm now despawns over time, so if it falls on you and traps you, just wait until it despawns
-Rafts that sink instead of being destroyed will now count towards the contract totals
-Missing buoys fixed. This was caused by the buoyant forces propelling the buoys into space after reappearing in the scene.
-Confirm amount shows total amount
-Engine now consumes less fuel while idle
-Hydro turrets will no longer shoot at objects far away underwater
-Take all button added to the storage
-Dive Suits and Merchant Interactions are now working properly
-Contracts no longer bug out and change the logs on relog. This was caused by an error. So players may have experienced other problems with the game after uncovering this bug. It’s fixed now, so any problems stemming from it would be fixed as well. Issue originally came from when players collected contract rewards.
-All Standard equipment (Separate from waster and salter) have had their tech point requirements reduced by 40%
Notes: UI is starting to get a lot less clunky, looting materials will feel a bit easier now. There’s still a stickiness with the “F” key and that is because we use it as multiple keybinds, We are looking at changing some hotkeys around to get rid of the stickiness once and for all.
Notes 2: 0.35 Experimental 2 is coming out later today. It will feature the same thing as Patch 6, except it will have the Leviathan enabled, so be ready for that guys ;) 1 more week before the big update! Are you guys ready hunt down sperm whales, mega sharks, and leviathans? I know I am!
Hacking overhaul! Goodbye RNG hacking, we hardly knew ye… Hello fish hacking! We’ve always known you! Also Visual Improvements
We’re working on fishing overhauls at the moment, but in the meantime we translated that over for hacking, making hacking skill based instead of RNG based. So I hope everyone have been practicing their fishing ;)
Hacking will no longer bring up the DOS screen, instead you will be given something similar to the fishing, but with a twist! You must consecutively unlock each layer of security. Number of layers of security is based on your amplify stat. The higher your stat, the less layers you need to bypass for each hack.
ADDITIONALLY! We have changed the signal booster to signal disruptor, Having the signal disruptor buff will prevent anti-grav drone from coming on your next failed hack!
Alright before I go any further… No Monsters yet. Almost though. We decided to bring out the Leviathan in the next one and have him fully animated. This experimental is focused on prep work, we’re basically clearing the area for the big update. Also gotta tie up some loose ends on those bugs.
Visual Improvements:
Added post-processing effects, if you or your computer doesn’t like them, you can turn them off in the settings in-game.
Also changed ocean to light blue color. Some may wonder why not that deep dark blue. Well we tried and it just doesn’t look that well. I guess you could say it doesn’t look that great in real life either, so we picked something that would add better contrast with other objects and make exploring more accessible.
So let’s get to the Notes
Patch Notes:
-Text size of Tutorials expanded
-Drinking and driving returns the bottle
-HUDs are click and draggable, put them wherever however you like!
-Gun wield changed to z from f, player will no longer disarm when using doors
-Fixed savegame recognition. There was a problem when players would manually manipulate the save datas in the folder knocking the ids out of order. Game will automatically reorder if moved out of order now.
-Added wood ash text
-Removed Salter Lab “Breath of Cthulhu” mechanism, well reintroduce at a later time.
-Added makeshift batteries text
-Refined boat colliders some more, so players can shoot near the exterior hull
-Crafting times reduced for building parts and processed parts to 2 seconds from 5 seconds
-Sound effects added for opening and closing loot containers
-Loot containers will now display “empty” once player has looted and comes back to it
-Achievements now working, finally, sorry about the long delay
-Turtle delivery loot now has sound effect
-Repair sound added when player repairs the boat
-Trade merchants are now properly spawning on their rafts
-Sound effects added to items when they move between storage and inventory, vice versa
-Backend clean-up for the HUDs so they would align better when resizing
-Clicking on craft max would calculate part of the ingredients, this is no longer the case and looks to make sure you have all the ingredients
-Minimap Icons added for orcas, sharks, wasters, and salters
-Orcas no longer get stuck in town, they are affected by the creature deterrent as well
-Fixed missing buoys, if you're buoys were gone before, they are gone forever now. But any new ones you make will not disappear. If problem does occur, please report right away so we can take another hard look at it.
Notes: We are continually working to make the UI less clunky and your suggestions are helping us get there. Also we’ve been doing some good research on the youtubers and seeing their troubles with the game. Remember 2 months ago when you couldn’t even do something as trivial as splitting stacks or even stacking. We won’t rest until we beat that UI into smooth churned butter!
Notes 2: It’s almost here, The monsters are coming! The next experimental for sure!
Thank you,
CodeBullet
Stable Alpha 0.34p5 Patch Released "Maps, Buoyancy, Profiles, Tuts, HUDs"
We’ve got Map System, Buoyancy Mechanic, Multiple Profiles, Tutorial Redo, HUD relayout, and of course many many fixes!
Map system released! We already got some ideas on how to improve it, but please give us your feedback!
Press “M” to open the map.
The map only charts the zones. The map always shows which zone the player is in and is starts centered on the player. The player can click and drag on the map to move around on it.
Player will notice a button called scan area. Player will need Makeshift Batteries to scan each time. Makeshift Batteries can be made in crafting.
Scanning the area will reveal all the zones around you indicating what the dominant feature of that zone is by marking it with aesthetically pleasing icons.
We’ll keep adding things to it, so please keep adding your ideas. Also due note, about the optimization. Since the world is infinite, there is little testing done on what the effect would be having so much of the map filled, because the map can just keep getting filled. Obviously we’ll find some good solutions later down the road.
There is no waypoint system currently, we are working on a good method for players to be able to organize them and access them easily. Same applies for the minimap waypoints, since they are simple at the moment.
BUOYANCY MECHANIC:
You’re gonna hate it! Hope you guys have been researching those smart motors ;P
How it works:
Buoyancy works off of 100%
Under 60% and your boat will have flooded. Your boat will literally lower to surface to the water, water can be seen in the cabin and boat will move at a much slower pace.
Under 10% and your engine will have flooded and your boat will look like it’s about to sink. No explanation there.
How fast you regenerate your buoyancy is decided by your rate stat which are most commonly found on motors which are equipped to pumps.
You will really need to be careful when fighting now. The boat is now fine china...
Village Formations added:
On your travels, not only will you find random npc homes, but you also find them huddled together in groups with merchant ships leaving them. Their perimeter marked with small buoys.
HUD Changes:
Moved health hud to the left bottom corner, changed the layout to be more fancy.
Boat HUD only displays when the player is driving, better freeing up the screen. Used the same minimalist approach. HUD is moved to bottom right corner.
Players can press F2 hit have the boat HUD appear at all times
Navbar moved to the top of the screen.
Left top corner is left a little empty, will add a small calendar up there soon.
Changed Inventory to “Tab” and Pause to “P”
TUTORIAL CHANGES:
We also changed the tutorial, player will no longer be contacted by Professor Goodman. Instead it is replaced with quest texts to indicate 5 different steps to get the player aquanted with the game.
We took out the story because we were telling it wrong. We have a ton of lore we'd like to release, but are having trouble on how to make them easier to digest. Also we plan to add character customization so we needed to think of a more gender neutral story for the beginning.
The instruction are more direct and will assume you have experience in survival games to be able to figure things out on your own. The Goodman tutorials were in place during a time when the game literally had nothing. There was no Leavenworth! it was just 3 houses huddled together... But now it seems Goodman is just holding the player back. The story will be brought back but in a more entertaining fashion.
MULTIPLE Profiles:
When the player starts a new game, it will ask them to make a new profile name. Players will now be able to load multiple profiles.
Patch Notes:
-Platform and buoy duplications fixed
-Found the problem with the loot respawns. They were causing double reports which were extending the respawn time by double everytime. This has been fixed now. However, players loading saves with this problem already will need to go through the first cycle of the duplicated reports before it goes back to the normal spawn rate. Players who start a new game will not have this issue.
-The 2 new achievements Under Pressure and The Turtle Express are now working.
-Orca is now properly shaking the screen when hitting the boat.
-Having the Trade Barge now attracts waster gunboats to you.
-3 Story NPC building is no longer disappearing after the player blows up the home’s boat
-Salter Labs added, Variant from waster camp. They are meant to be Waster camps taken over by the salters. More of the story will be revealed later.
-Hacking drones can no longer shoot through walls
-Help text added for hacking and diving
-Strength typo fixed
-Bench preview model fixed to indicate true placement
-Beacons no longer spawn enemies when first rendered, instead they will flash red, sending out a distress signal which then in turn spawns enemies. This makes the world much more peaceful and navigable. Also should improve performance.
-Waster camps and salter labs added to the database pool, this should improve performance for anyone experiencing fps drops from last patch
-Sleep until morning fixed
-Logansport NPC positioning fixed
-Fixed the towing of platforms, should not be rotating them now
-Mouse sensitivity for scrolling increased
-Mouse sensitivity option added to the options menu
-Trade Barge colliders fixed
-Invisible collider above player built ramps has been removed
-Hitting the Gunboat cabin will apply damage to the gunboat
-Fuel Max button added
-Wood Ash and Human Waste stack size has been increased to 2000
-Biofuel stack size has been increased to 500
-Player can now remove platforms the same way they placed them, make sure you have cleared your platform of all furniture and parts
-Black Box loot added to the drone that crashes from the intercept tower. Low drop rate
-Contract Icon added for Abyssal Worm
-Shotgun Shells text fixed
-”Can’t Open right now” text added to the container ship doors.
-Loot containers now display loot instead of interact
-Player spawns with the engine already equipped in the boat
-Experimental branch updated to have stable version
Known Issues:
-To avoid the UI feeling clunky, remember to double tap the interact buttons. We have a much bigger fix for all this as we plan to overhaul how players get their loot in future updates.
-Still working on the sharks getting stuck, best way is to back up in opposite direction.
-Furniture placement and all the base building stuff is being focused on after the 0.35 update
-Rough waves are throwing players out of loot range, this is a big one, but we need you guys to wait a little longer. Not many games experience this problem since they are mainly based on a static surface.
-Trade Barge not appearing after reloading is intended. It needs to be done in one go
Just wrapping up some final touches on e5 for tomorrow's release. Uploaded these for any last minute testing, however, we've done a lot of testing on e5. So we should be good for p5 :)
We also changed the tutorial, player will no longer be contacted by Professor Goodman. Instead it is replaced with quest texts to indicate 5 different steps to get the player aquanted with the game.
We took out the story because we were telling it wrong. We have a ton of lore we'd like to release, but are having trouble on how to make them easier to digest. Also we plan to add character customization so we needed to think of a more gender neutral story for the beginning.
The instruction are more direct and will assume you have experience in survival games to be able to figure things out on your own. The Goodman tutorials were in place during a time when the game literally had nothing. There was no Leavenworth! it was just 3 houses huddled together... But now it seems Goodman is just holding the player back. The story will be brought back but in a more entertaining fashion.
MULTIPLE SAVES
When the player starts a new game, it will ask them to make a new profile name. Players will now be able to load multiple profiles.
Patch Notes:
-Buoyancy damage from enemies reduced by 90%. Boat will be able to take damage longer before getting flooded now.
-Found the problem with the loot respawns. They were causing double reports which were extending the respawn time by double everytime. This has been fixed now. However, players loading saves with this problem already will need to go through the first cycle of the duplicated reports before it goes back to the normal spawn rate. Players who start a new game will not have this issue.
-Player spawns with the engine already equipped in the boat
Thanks,
CodeBullet
Experimental 0.34e5 Released!
Experimental Branch Only! Right-Click on Landless in the steam library and select the betas tab, then choose experimental.
First experimental will be a short duration, Just need to check if any hotfixes are needed before moving it into full patch by Thursday, because this is a lot more stable than p4. Once this becomes patch, we’ll be working on releasing the 0.35e experimental earlier than the planned 0.35 release to get better use out of the experimental branches.
Early Version of Mapping System release.
Some of you may have been expecting a fully detailed top view of the world marking everything. Unfortunately, the world is infinite (Which can be a really cool thing), so doing something like that this early in development stage is just not practical, plus you’d all blame us for your GPU’s exploding. Fortunately, we came up with a solution!
Press “M” to open the map.
The map only charts the zones. The map always shows which zone the player is in and is starts centered on the player. The player can click and drag on the map to move around on it.
Player will notice a button called scan area. Player will need Makeshift Batteries to scan each time. Makeshift Batteries can be made in crafting.
Scanning the area will reveal all the zones around you indicating what the dominant feature of that zone is by marking it with aesthetically pleasing icons.
We’ll keep adding things to it, so please keep adding your ideas. Also due note, about the optimization. Since the world is infinite, there is little testing done on what the effect would be having so much of the map filled, because the map can just keep getting filled. Obviously we’ll find some good solutions later down the road.
There is no waypoint system currently, we are working on a good method for players to be able to organize them and access them easily. Same applies for the minimap waypoints, since they are simple at the moment.
BUOYANCY MECHANIC IS NOW FUNCTIONING AS INTENDED.
You’re gonna hate it! Hope you guys have been researching those smart motors ;P
How it works:
Buoyancy works off of 100%
Under 60% and your boat will have flooded. Your boat will literally lower to surface to the water, water can be seen in the cabin and boat will move at a much slower pace.
Under 10% and your engine will have flooded and your boat will look like it’s about to sink. No explanation there.
How fast you regenerate your buoyancy is decided by your rate stat which are most commonly found on motors which are equipped to pumps.
You will really need to be careful when fighting now. The boat is now fine china...
Village Formations added:
On your travels, not only will you find random npc homes, but you also find them huddled together in groups with merchant ships leaving them. Their perimeter marked with small buoys.
HUD Experiments:
Moved health hud to the left bottom corner, changed the layout to be more fancy. Colors slightly faded as to be gentle on the eyes. Removed icons and stuck with just numbers, going for a minimalist approach. [May add small icons back if players are having trouble identifying certain gauges]
Boat HUD only displays when the player is driving, better freeing up the screen. Used the same minimalist approach. HUD is moved to bottom right corner.
Navbar moved to the top of the screen.
Left top corner is left a little empty, will add a small calendar up there soon.
Changed Inventory to “Tab” and Pause to “P”
Patch Notes:
-Platform and buoy duplications fixed
-The 2 new achievements Under Pressure and The Turtle Express are now working.
-Orca is now properly shaking the screen when hitting the boat.
-Having the Trade Barge now attracts waster gunboats to you.
-3 Story NPC building is no longer disappearing after the player blows up the home’s boat
-Salter Labs added, Variant from waster camp. They are meant to be Waster camps taken over by the salters. More of the story will be revealed later.
-Hacking drones can no longer shoot through walls
-Help text added for hacking and diving
-Strength typo fixed
-Bench preview model fixed to indicate true placement
-Beacons no longer spawn enemies when first rendered, instead they will flash red, sending out a distress signal which then in turn spawns enemies. This makes the world much more peaceful and navigable. Also should improve performance.
-Waster camps and salter labs added to the database pool, this should improve performance for anyone experiencing fps drops from last patch
-Sleep until morning fixed
-Logansport NPC positioning fixed
-Fixed the towing of platforms, should not be rotating them now
-Mouse sensitivity for scrolling increased
-Mouse sensitivity option added to the options menu
-Trade Barge colliders fixed
-Invisible collider above player built ramps has been removed
-Hitting the Gunboat cabin will apply damage to the gunboat
-Fuel Max button added
-Wood Ash and Human Waste stack size has been increased to 2000
-Biofuel stack size has been increased to 500
-Player can now remove platforms the same way they placed them, make sure you have cleared your platform of all furniture and parts
-Black Box loot added to the drone that crashes from the intercept tower. Low drop rate
-Contract Icon added for Abyssal Worm
-Shotgun Shells text fixed
-”Can’t Open right now” text added to the container ship doors.
-Loot containers now display loot instead of interact
Known Issues:
-To avoid the UI feeling clunky, remember to double tap the interact buttons. We have a much bigger fix for all this as we plan to overhaul how players get their loot in future updates.
-Still working on the sharks getting stuck, best way is to back up in opposite direction.
-Furniture placement and all the base building stuff is being focused on after the 0.35 update
-Rough waves are throwing players out of loot range, this is a big one, but we need you guys to wait a little longer. Not many games experience this problem since they are mainly based on a static surface.
-Some people have been reporting loot has not been respawing. If this is still the case after this experimental, please send your save file to codebullet@protonmail.com so we can see how it is behaving.
-Trade Barge not appearing after reloading is intended. It needs to be done in one go
Another Day, Another Patch. Except this one comes with a whole new town! And not only do you get a new town, but you also get a reason to go there!
But wait!, what’s that? Landless’ view distance has been expanded, showing more of the world as it forms, while at the same time not destroying your computer*… That’s right get ready to see a whole new world as your procedural generation has been increased from 300m radius to 1000m, That’s over 300% of what you can currently see right now! Also because you can see farther, it’s easier to see all the points of interests you visited.
New town and how the trade works. Logansport is also marked with a white or purple waypoint. So players can travel back and forth without trading as well.
Players will find an NPC, where the junkyard is in Leavenworth. Talk to him to start your trade. Unfortunately, these traders are no greenhorns and they have had their fair share of talentless hacks. You will need to give a 100,000 Woil deposit in order to get the contract. Of course deposit is returned to you as well as your payment for delivery when you complete the task.
When you give him the deposit, a trade barge will appear, the player will then be able to put it in tow and take with them to the next town. Be sure you stock up appropriately, I heard Logansport is 2 nautical miles away! That can seem like a far distance if you keep running into wasters…
Just keep the barge in tow and take it near the cranes in Logansport, from there the barge will be removed and you will receive your deposit and reward! The player can then do the same contract but back to Leavenworth!
New Town Features:
Logansport is still a work in progress, but players will be able to see most of the progress. There are also weapons merchants and heavy parts dealers in Logansport.
Patch Notes:
-Wooden Stairs can be rotated using the mouse wheel
-Smart sharks (or at least smarter than it was) shark has a very low chance of getting caught on the boat now.
-Underwater mech leg sound removed and replaced with water sounds. Will still be improving the ambiences on the suit
-Sound added for when crafting finishes
-Auto-notifications removed from popping up the screen, you can find the archive of them in the help menu. (Auto-notification was meant to be temporary anyways until we could get more into the game)
-Sharks now make snapping noises when the attack the hull
-Ladders added to merchant raft (May have been fixed in last hotfix)
-Black box added to the possible list of rewards for elimination and collection contracts
-Scrap, Food, and Ammo stack sizes have been increased by 1000%
-Abyssal Worms have been added to the contracts
-Wooden bench is no longer going into the floor (May have been fixed in last hotfix)
-Sprint exploit removed, however we have not put a hard cap on it yet when you can sprint again, so it’s kinda semi-exploitable?
-Main Menu background changed to the natural beauty of the ocean waves
-Workbench preview no longer moves the platform
-4 Flak cannons added to Waster Camps
-Waster Camps will no longer show Salters by mistake
-Waster camp respawn rate reduced
-Black box added to Waster Camp. This is because the waster camp can spawn instead of the beacon, giving the player more challenging means of getting black boxes.
-Little worms can no longer damage you after the first contact
-Items now combine automatically in your inventory
-Shake effect added for when the ocra hits the boat or vice versa
-Bubble effects added to the Underwater zones. Bubbles will appear when you do actions such as shooting the harpoon or lowering down to the surface. Same goes for the worms.
-Camera shake added to when players use the ski thrusters
-Seaweed can now be collected from the ocean floor by hitting them with the plasma cutter (Don't forget cars have a chance to drop black boxes)
-Buoys are no longer going into outer space when you leave them on their own. Buoys should be where you left them when you come back. If they are already in space, it’s gone forever…
-Jumping into the water is now making splash noise again
-Minimum size for the UI rescaler has been changed to a minimum of 0, so you can make it as small as you want now
-New tutorial images have been added to the start of the game and when the player first reaches the town
-Enemies no longer grunt when they are spawned in
-Boat storage doubled
-Orca now has 200% increased health and does 2000% more damage to your boat
Super insane patch today! You guys just flooded the forums with problems or maybe it was just one guy posting a lot…? Either way we had our work cut out for us! It takes a lot to build something but takes even more to fix it afterwards. Things we missed from the forums are still on trello, so those fixes will be included in P4 (This is P3)
So before we get to the fixes, here are the new things.
New Model: Whale Lighting
Replacing the speck that was on the ground that barely illuminated a hallway. This newer model looks more closely to the aesthetic style we want to have in Landless. The lighting on it has also been increased. This item can be crafted and placed in your custom built homes.
New Models: Loot Boxes
We’re going to start looking at how to start making looting more interactable. So in the meantime we have introduced these new boxes. They also replaced all current floating loot we have in the game. Replacing the wooden crate, wooden barrel, enemy buoy, neutral buoy, driftwood, and derelict rowboat. Don’t worry we will be adding more floating loot (From our own team) to replace the old content we removed.
Loot boxes have small lights on them to indicate the rarity of the contents.
Green:
Medium amounts of Scrap
Medium amounts of Ammo
Blue:
High amounts of Scrap
High amounts of Ammo
Low Chance of guns
Orange:
High amounts of Scrap
High amounts of Ammo
Higher chance to have more loot per container
Medium-Low chance of guns
New Waster Camp:
Ever wonder where all those wasters are coming from? Well now you know! These things are procedural as well. These floating mini fortresses will give you a hard challenge. So please, don’t go there until you're armed to the teeth and have med packs for days. Loot can be found inside. Dead Wasters will also drop their backpacks
NEW HUD Resizer:
Rolling out our own custom resizer. Only working for the HUD. We want to bring this out slowly make sure it’s working right for the people with the big screens. There’s a little icon that can be selected near each HUD, this will then bring up another UI. The resizer UI will allow you to adjust the width and length.
Underwater Changes:
When player enters the suit, the Health HUD will be converted to Armor and Power to better signify the type of status the player has.
-Food will no longer heal the player underwater
-First Aid Kits will no longer heal the player when underwater
-New Item added: A.D.S. Repair Kit, also craftable. Performs same function as first aid kit put can only be applied to armor.
-Black box loot now added to the tops of tall buildings
-Screen now fades when entering the suit
-Abyssal Worm loot changed to the Chum and Spam Model. Also loot is now appearing correctly. Worm was previously on same loot database as the buildings.
Patch Notes:
-Sprint now drains stamina (You knew this day was coming)
-Drive UI disabled while driving the backwheel
-Orcas and Sharks can now damage the boat
-The boat is now immobilized when hull reaches 0
-New arrows adding the “How Many” UI meaning players can now select max and min all.
-Item Duplication from collecting crafted items have been fixed
-Collider fix on platform working towards the suit in town.
-Recipe and amounts are updated when you’ve crafted something
-Town vendors moved closer to the bar, making it easier for players to interact
-Gunpowder Icon changed, was using the same as wood ash
-Typos fixed for the black box vendor
-When game auto-saves, it no longer covers the whole screen allowing the player to play normally without interruption
-Colliders fixed on the survivor raft located on 3rd story npc buildings
-Sharks have been changed to Tiger Sharks. That way there will be no more confusion on the type of shark that needs to die.
-Wooden bench placement now properly showing a wooden bench instead of the crafting bench
-Loot is now working from the hacking drones
-Player built buildings were having alignment issues, that's fixed now
-Sun is now properly rising from the East and setting in the West
-Shortcuts disabled while confirm amount is active
-Stairs have lost their sweet spot and now just have an anywhere spot, meaning anywhere you hit it now with crowbar will remove it
-Tooltip added for crafting items. No more blind crafting!
-Chum and Spam now spawn a random amount of sharks instead of the constant 1
-Jumping into the water no longer causes fall damage
-Moving back down the ladder on the container ship is now working
-Player can no longer overfuel the boat
-Player can no longer overconsume health/armor kits
-Achievements now working for the SMG and Tactical Rifle, Make sure they are in your inventory when you log in to get credit for the achievement if you’ve already completed it.
-Salter Drug Boats have upgraded their onboard navsystems and will now automatically avoid collisions with Beacons!
-Enemy aggro range increased by 100%
-IMPORTANT Player can no longer wield a gun while driving. As mentioned before we wanted players to do boat bys but the current system we had setup is doing bad things to physics. Don’t fret, we always planned to make the player movable on the boat while the boat is moving, just these things take a lot of testing and math. So please be patient in the meantime and hopefully all the fixes and new things we added should compensate ;)
-When the player is driving a wheel icon will appear over the avatar to show the player is currently seated
-Player no longer needs to look at the sky to drop items, just drag it out of inventory anywhere and it’ll work
Balances:
-First Aid Kit materials needed changed from 200 seaweed to 100 seaweed. 1 Sulfur is now needed as well.
-Procedural spawns will now attempt to spawn a bit further from zone edges, giving better visibility for players to spot loot or stuff
-Because of the new loot boxes, random loot has been increased to have more content
Notes:
More testing needs to be done on the disappearing buoys as we have been unsuccessful in replicating it. This seems to be more of a glitch than a bug so the output log would not be useful in this case. If anybody experience these problems, please detail the steps that led you there.
Time to start Baiting! New items added to the game. Large Chum and Large Spam can now be crafted and placed in the water to lure tiger sharks, before careful not to lure too many… ;)
New building part added: Wooden Ramp, similar to the ones in Leavenworth
Patch Notes:
-Sleep UI added to the sleep functions on the boat and player made beds. Players can now choose how long to sleep and whether to just save instead. Player will be unable to sleep till Light until its night
-Loot real-time regeneration active now. Above and below zone databases has been separated so looting on surface won’t interfere with below. Loot will now regenerate after 2 game days without the player reloading the game
-Overcrafting fixed, game will now be able to recognize how to split large amounts from the crafting bench
-Player can now build on any side of the floors, allowing rectangles to be possible
-Icons no longer appear while driving
-Colliders fixed on the merchant boats
-Can’t eat when full
-Can’t Drink when full
-Radio contracts moved to the boat console screen instead of walking to the front of the boat. The console screen is temporary until we implement more realistic features.
-Items getting stuck during dragging fixed
-Trigger size for harvesting tiger shark has been expanded
-Abyssal Worm loot changed from the Loots with traps to loot without a trap
-Y axis on underwater loot lowered to remain flush with it’s surface contact
-Display Total amount on needed items for crafting
-Buildable Workbench now working but not fully as intended yet. It shares the same database as the boat one. We will be working on a new databasing for these so you can have your factories pumping!
-Spotlight added to the player boat. Click the lightning bolt icon on the boat avatar icon on the boat HUD
-Keybinds changed to Unity Input from hardcoded. Controllers may be fully supported now, will need feedback
-Hydro Turret now damaging enemies properly
-Using the Signal Booster now puts up an icon like when towing is active
-Wooden stair colliders have been fixed
-More typo fixes
-Car debris model has been swapped with our own models
-[EDIT]Black box loot chest added to the tops of big buildings and non-interior shipwrecks [EDIT] Black box chest is not displaying on top of buildings, will be fixed in next patch, black box loot is still on top of non-interior shipwrecks
-Hammerhead placed slightly lower now
-Blueprint ID’s corrected for Heavy Engine
Balances:
-Hunger reduction rate decreased by 500%
-Thirst reduction rate decreased by 66%
-Sleep reduction rate decreased by 250%
-Breath reduction rate decreased by 100% (Non-Suit)
-Wildlife despawn range extended by 500%
-Respawn timer for wildlife increased by 200%
Notes:
Alrighty, on to the next patch! Keep giving us feedback and reports and we’ll keep giving you updates. Sound fair? ;)
Thank you,
CodeBullet
Alpha 0.34p1 Patch Released! "Platform in Tow"
Building part behaviors changed. Players can now build their platforms as large as possible.
Platforms can now be towed away. Park near your platform, activate the crane UI and select Tow.
Raycast improvements added. Player needs to look the steering wheel when interacting as well as other objects. Player will still see the interact button appear but they will also need to also look at the objects.
Patch Notes:
-Boat can also be driven from the outside wheel. Time to do Boat-Bys!
-survivor raft effects showing
-Underwater loot resized
-Close ui added
-Loot all hotkey added, use "F" to open, "F" to loot all, window will close when player uses loot all
-items auto stack between storages
-Tutorial box function improvements
-Stair glitching fixed
-AD suit can be put back up onto the crane from the water in Leavenworth
-ladder added near that area
-Fixed blueprint incorrections. Still hunting them!
-Player can now craft tools
-Flashlight added to the AD Suit
-Health UI added to the Abyssal Worm
-Minor Collider improvements
Thank you,
CodeBullet
0.34 Update Released! "Deep Sea Horrors"
Underwater Adventure Awaits!
An early version of the new infinite underworld feature. Players can now visit the old world in real-time. Hunt and Loot the sunken ruins of a lost civilization.
The first way is intended for new players, as there will be an A.D.S. hanging where the Diving bell use to be. Use it and it will take you to the bottom. Use the backpack on the bottom to go back to the surface.
The second way is by hacking the blueprint found in the smart category of mechanical. Once hacked you can craft it and hang on your crane anywhere in the world!
Everything below is procedurally generated and at random but balanced scale. Players will be able to explore multi-level buildings and shipwrecks.
Player is equipped with 2 weapons while in the suit.
Left-Click allows the player to turn on their fusion drills which are needed to break apart cars for scrap.
Right-Click allows the player to shoot their explosive tipped harpoons.
Holding down space will allow the player to use his/her ski thrusters to maneuver better.
How to Survive:
While on the bottom the player will need to find oxygen tanks in order to maintain their breath level. Currently oxygen tanks can only be found on the bottom.
Be careful down there, something large lurks in the background...
There are so many features we could add, but it’s better we roll out the basics and see how the community would like to see it should be built up. Expect lots of balances and immersion tweaks throughout the development process.
Currently the “Armor” stat is disabled for further testing, so the suit relies on your health, which means the basic rules to player health and eating etc applies.
How to Get Back Up:
To return to the surface, the player needs to return to their backpack and activate the UI. From there, they can select to go back up. If this is done from a player created A.D.S., the player will need to climb the boat ladder and go to the crane to hook the suit back on the crane to take off the suit.
What to expect in the future:
We will continually add new content and improvements in the incremental patches as we work towards the next update. We wanted to introduce a basic framework, so that we can inspire the community of many possibilities. We’ll be posting more previews soon to let you guys know our next plan of action!
Optimization:
While the world is infinite, there is currently a restrictor on the player while below. They will only be able to venture out 250 yds from the drop point. This is to ensure stability as we continue to do more testing. Having multiple worlds in one world will start adding up on the code and we want to make sure we get it done right. We have to work out some more theories and test them out so that we can ensure we can deliver a really full and rich world at the fraction of the performance required compared to any other survival game.
Patch Notes:
-Loot is now working in the floating npc homes
-Item description should be displaying in the blueprints menu
-Player can flip boat back over by using the crane UI
-Drone from the intercept tower is now displaying loot
-Death scream changed to generic female one, will get a better one later
-Placeable crafting bench rotation corrected
-First Aid Kits are craftable under cooking
-Floor colliders fixed on the container ship
-Fixed blueprint mismatches. Let us know if you find anymore
-Ammo can now be crafted
Keep a look out for the next preview. Something to do with hunting monsters with giant mounted harpoons…