Boundless is an epic voxel sandbox MMO full of endless possibility and discovery. Uncover and seamlessly travel to new worlds, build, craft, trade, fight and form allegiances. Forge your destiny in a Boundless universe.
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大多好評 (445) - 445 篇使用者評論中有 70% 篇給予該遊戲好評。
發行日期:
2014 年 11月 13 日
開發人員:
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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所改變;若目前的遊戲開發進度未使您對該遊戲產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發人員的訊息:

為何要使用搶先體驗這種模式?

“Early Access enables Boundless (formerly known as Oort Online) to grow and change, giving us the time to not only create the game we aspire to build, but something you, our passionate community crave. With your continued support and suggestions we can continue to make the game as good as we know it can be.

As it's still in development there are some rough edges and certain features are being refined but rest assured, Boundless is fully playable and offers a fun and unique sandbox MMO experience.”

這個遊戲的搶先體驗時間大概會持續多久?

“Our goal is to release the full version of Boundless in late 2017. That being said, development will not end there, like any other MMO, we want to support Boundless for a number of years, continuing to add unique features and content to improve and expand the game.”

完整版與搶先體驗版在計畫上有何不同?

“The following features are planned for Boundless:

  • Additional Creatures - As well as our current set of creatures
  • Additional Recipes - More crafting recipes to create new items, consumables and brews
  • Forge - Experiment and upgrade existing items to discover new possibilities
  • Titans - Colossal creatures who roam the world and contain rare resources players need
  • Temples - Explore and Conquer ancient structures in the quest to gain epic loot
  • Guilds - Create or join a guild and make your mark in the community
  • Private Worlds - Create your own private world to share with everyone or your chosen few

And we won’t stop there!”

目前的搶先體驗版本發展情況如何?

“Boundless is playable and has been constantly evolving since its launch on Early Access in November 2014. Many players have over tens and hundreds of hours playtime and are enjoying the current core gameplay experience:

  • Explore new worlds and discover the Boundless universe
  • Claim land as your own and protect the home you build
  • Craft items with your hands or improve upon them with Crafting Machines
  • Hunt creatures or gather natural resources with your crafted items
  • Buy, sell and trade your loot with other players in Boundless
  • Collaborate with friends and other players from around the world
  • Develop your character and customise their skills with the detailed skill tree system

For more information head on over to http://playboundless.com/ or the Official Boundless Forums.”

遊戲售價在搶先體驗期間前後會有所變動嗎?

“This price will reflect general improvements and increased content and play time.”

在開發遊戲時,您打算如何與社群互動?

“Everyone who owns the game can have a say on development through our surveys and on our forums at https://forum.playboundless.com/.”
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最新更新 檢視全部(154)

11月 13 日

Weekly Dev Update: 2017 October 6th to November 10th - 6 Weeks of Rage and Focus

Since our last Weekly Dev Update we’ve released some significant features and improvements:
There are still a few more improvements to come in the Portal and World loading systems. We’re also starting to focus on the rendering performance.

The main gameplay focus has been across 2 large areas: Creatures & Combat and Recipes & Resources. These domains will makeup the main changes in the coming feature releases.

Code - October 6th:

We are adding the Creature Spawn Events where hordes of creatures will attack a random player every half an hour or so. We are adding the Rage and Focus for players that allow them to use skills in combat against creatures. We’ve continued on the player resurrection code, which is like to become more helpful as creature become tougher as they are evolving a new range of attack abilities.

Work on in game Signs continues, further polishing the GUI and adding smaller sign support to give you more options to leave messages in the game world. Whilst you’ll see changes to the HUD with an added stamina bar and further information displayed in the combat log, both should make it easier to see how much damage has been dealt to creatures and to your Citizen.

Machine refactoring is now complete, addressing scalability issues for larger contraptions and introducing Machine wear. Now, Machines will need regular maintenance to stay functional. Machine pipes will now show whether they are powered or not by Spark Cores and an vfx is displayed when Engines connect to a Machine allowing a smoother Machine experience.

The Windows full screen update is completed and out in the Live version. We’re adding support for automatic crash dump collection so we can more efficiently analyze crash data.

Code - October 13th:

Creature spawn events are progressing well, adding multiple portal spawners for creatures to drop into the world. New creature behaviour and attack types are also being added (including homing shots!) Both features will help make combat more compelling for players.

We have been working to make the tutorial feel more intuitive, adding prompts to help guide new users through the early game. Likewise, following player feedback, the way the users add friends is being overhauled to make it simpler. We are also looking at allowing adding Steam friends in game.

The signs continue to be polished with richer font rendering and further GUI polish.

Soon, Portals should start to feel smoother and smarter with a rework of the portals activation logic. A new wobbly fx on open portals replaces the old placeholder gray quad and these are now also visible through portals. The back end of portals are being updated to help prioritise user wanting to join the World, over spectator portals.

For a more immersive experience, further sound effects are being added with elemental explosions variations and projectiles now whizzing past your head.

We’ve also replaced the backend crash logging on Windows to allow users to upload the crash dumps rather than emailing them in. Less time explaining, more time playing!

Code - October 20th:

We’ve made good progress polishing the Portals, working on making them more responsive when opening up, as well as refining the effects. You should have a much smoother time using Portals soon.

A lot of work has gone into Creature Events Spawning over the past few weeks, we are now at the stage of adding support for more Creature types, such as the Cuttletrunk. The overhaul of the Creature Weapons includes creatures now having a selection of weapons and attacks to use.

The GUI is now re-skinning the headers and footers of the screens to add richer information whilst The HUD is adding a newsflash to inform the user of important information. We’re getting close to making sure you have all the information you need at a glance.

Work on Signs continues, with the sign code continuing to be polished up including an updated beveled font rendering.

We’ve also spent time updating some of the backend libraries and looking into memory use to improve server and client performance.

Code - October 27th:

It’s been a busy week over with our Coders (as always) with lots of work going into making your Boundless experience even better. Creature Events continue to be finessed with a Meteorite deposited in world and the drops being able to be collected per user, like creature drops. The new creature attack variations continue to be fleshed out, with homing projectiles.

The HUD newsflash is now integrated into our next release, giving users more obvious information updates at a glance.

We been adding support to allow user to add their Steam friends in game.

We added saving and loading of world physics data on the server to increase the speed that things can move around. This also helps when portals are opened, reducing the occasional stutter; polish continues.

We’ve upgraded the PlayStation memory allocator to jemalloc, an allocator that performs far better in threaded systems. This increase speed overall and reduced frame spikes. We’ve also fixed some memory issues that will increase stability and reduced ram use overall.

Code - November 3rd:

Much of the time was spent on updating the game for the Release 182, polishing up features, balance and bug fixes.

The Event continues to work on the creature spawn rules, aiming to get the most creatures around the meteorite impact. The creature’s combat improvement continues, with further attack variations, such as barrage and timed ‘bombs’ as well as new behaviours.

The HUD is reworking the information for beacons and settlements. The beacon controls is being changed to allow a single Master Beacon Control. This will stop players accidentally removing all their beacon controls whilst there are still active plots in the world.

We continue looking at the client performance in the built up areas to maintain a higher frame rate. As part of this the level of detail ranges for effects and objects have been set, with a new game options to allow the object detail to be scaled.

Further portal polish reprioritized the order that the worlds are meshed to make one being looked at become visible more rapidly.

On the backend we continued design work on scaling up the world generation and universe infrastructure.

Code - November 10th:

The creature combat update continues to polish up the new attacks. The Cuttletrunks are being upgunned with a new death ray to make them even more lethal. The meteor event continues to be expand with mineable resources and the meteor health depending on the creatures spawned.

The HUD has added a new tips feature to help the game features to new users. The beacon GUI has been polished up.

We are looking into the performance in built up areas and are optimizing some of the hot spots. To help performance in very detailed areas we are adding a dynamic level of detail adjustment option so you can help control desired minimum framerates.

We are evaluating the new Amazon C5 instances that offer improved servers performance, especially in network bandwidth.

Design - October 6th:

This week Ollie has been finalising the design and requirements for the new recipes and resources. He has also been nurturing the Rage and Focus system which is being implemented by Andy. Rage and Focus will make higher level combat more rewarding.

Luke has been working on new behaviours for the Spitter and Cuttletrunk to make them more unique and interesting to fight against and to give them fun and varied combat patterns and moves.

Rob has been working with Marc to implement the combat log system as well as refining the stamina UI. Now, he’s on to the list of tasks compiled from last week’s playthrough. Rob likes a challenge.

Matt has changed the telemetry system so we can now get accurate data from players based on their characterIDs instead of usernames. The better the data we collect, the better we can make your time in the game world.

Design - October 13th:

This week Ollie has continued finalising the new items and recipes and has started integrating them into the game. He’s also been supporting James with management stuff and Dave with a fancy creature spawning system.

Luke has continued to balance the Rage and Focus system to make combat at higher levels more interesting and rewarding. He’s also been working on behaviours and attacks for creatures with Andy to give a more unique feel to creature encounters.

Rob’s task for this week has mainly been to improve the profile screen. The aim is to allow players to see each others information and to make it easier to befriend or trade with each other. The last part of the week has been polishing up the Stamina feedback system with Marc along with improving the newflash layout and timings. In between that, he’s started looking at ways to improve the Beacon Control UI to make it easier to see what’s happening with each of your Beacons.

More telemetry from Matt this week. He’s implemented a system which allows us to see all their characters and look into specific stats about that character. He’s also been improving how we gather data as well as fixing issues with the current system.

Design - October 20th:

This week Luke has been polishing up his work on Creature attacks and behaviour as well as his work on Rage and Focus. This will add a greater depth of challenge and fun to Creature attacks and hunting.

Rob has been working with Marc on how to improve messaging in the game, including contextual tips and ‘did you knows?’, the combat / action log and the gain log. All this should make it much easier to understand what is happening, especially for new players. He’s also been working out a better approach for the initial flow around account and character creation.

Ollie has been continuing to work out the new crafting and recipe stuff (no one has attempted to make a real life Boundless Pie yet though), as well as adjusting the tools we use to edit that data.

Matt has been checking and improving our telemetry “rollup” so that we can manage the vast amount of data produced. He’s also been looking at neat ways we can send surveys to get feedback from a wider range of players.

Design - October 27th:

This week Ollie spent some time looking at the tiny interaction distance for signs, which has spread to all interactive items in the game. In a future update the amount of control you have will increase the range at which you can interact with items. Work continues to progress with the new recipes and resources. As well as that, he’s been reviewing and iterating the new creature spawning system with David.

Luke has been continuing his work on creature combat this week with help from Andy. Together they have been creating new attacks, patterns and behaviours for the Spitter and Cuttletrunk species with the aim of making combat more challenging and unique between the different tiers. In addition to creature combat, Luke has been polishing the rage and focus system for players to have fun and unique upgrades to their character for mid to endgame combat.

Rob’s week has been split between multiple tasks as he’s been reviewing a lot of Marc and Simon’s efforts in finalising the Newsflash and Objective presentation, as well as starting work on a new presentation for Beacons and boot flow. The remainder of the week has been finalising the design for the game connection status and updating the UI style guide for game.

Matthew has been analysing the telemetry data this week and hunting down discrepancies in the data and trying to fix the issues he’s found. He’s also been refining how we present the data for members of the team to review.

Design - November 3rd:

A mixture of bug fixing and work on new areas has been the highlight of this week.

Ollie’s week has been split between managing this week’s release and hotfixes as well overseeing the new spawning event being developed by Dave. In between that, Ollie managed to squeeze in time to update the machine repair system and continued working on the new recipes, including the elusive forge.

Luke continues with creature combat this week, with cuttletrunks and spitters receiving new attacks and behaviours depending on their tier. They’re a lot harder to fight now, so further work is needed to make sure combat is fair for the players.

Rob has been working on the entry flow for a new user and existing user on PC and console. The cross-platform feature has caused a bit of complexity with the flow but all areas should now be covered.



Now that we are gathering large amounts of telemetry data Matthew has been going through and optimising it to reduce the amount of data we request. In addition to that, he’s also created a timeline to show how players are playing the game. The timeline shows us how long players are taking to complete feats and objectives, which should help us balance the game and find problems with our progression.

Design - November 10th:

This week Ollie has been busy with project management work. He’s mostly be bogged down with organising tasks for the next release and planning future updates to the game to give the team a clear roadmap for the coming months. Recipe work is still ongoing but it has taken a backseat this week.

The creature combat continues to be refined and polished. Luke has been fixing up several issues with the new Spitter and Cuttletrunk combat behaviours and balancing them accordingly. Thanks to some new weapon set ups and configurations, the creatures have a few more tools up their sleeves in combat.

Matthew has been busy investigating how we can probe players for information by using a target e-mail survey, so you might see one soon. As well as that, he is still checking for bugs with the timeline data and roll up queries. Luckily, his telemetry tasks are beginning to dry up so he’s started looking at a developing new worlds.

https://media.giphy.com/media/3ohjUSc85NBn0OpCV2/giphy.gif



With the entry flow from last week finalised, Rob has been reviewing the rage and focus presentation and has been refining how it is presented to the player. He’s also created several unique icons for some new status effects which will help players to see when a certain effect is applied to them. As well as that, he’s been reviewing a number of screens and figuring out ways to improve them, including the furnace, journal, wear and times on Beacons.

Art - October 6th:

This week the Art team have continued to work on sign, fences, door, beam concepts, more decorative prop modelling and new recipe items.

Amanda has been working on Signs and frames in different materials. Check out her forum post with Sign concepts update below, and yes Rick-rolling is still going strong:

Art: New Signs!

Aside from Signs, Amanda has been looking at concepting fences along with doors and beams for rock/stone to see how they have consistency in situ:



And more door concepts. These are exploring a stained glass style.



Ollie and Luke are working on a final set of comprehensive Recipes for the next larg(ish) release. Jess has taken a look at those Recipes and started to concept some delicious art! Anyone fancy a slice of Boundless Pie?



Between concepting food stuffs, Jess has created even more new decorative pole models:





Jim has been finalising 3rd person held items and providing animation support for the new Spitter and Cuttletrunk ranged attack behaviour Luke’s working on. Both features are looking great.

He has also continued to work on lighting balancing and adding bloom which until now has been fairly non-existent. Adding bloom gives a gentle glow to all Gleam blocks and Lanterns making your builds look even more special.

The ultimate goal is to balance the lighting so torches, Gleam, midday sun - all lighting situations work pleasingly together and don’t blow out.

Art - October 13th:

This week in the Art Team it’s been a mix of finalising props, concepting and getting those Signs prototypes functional.

Amanda has been finalising doors. Here’s the latest material progression concepts. Nearly there!



We’re also looking at the creature totems so Amanda has provided B+W orthos of the Spitter Totem.



Whilst Jess (along with Luca’s coding skills) has continued with the Signs prototype. It’s looking good so far. We have a tileable 1m x 1m sign system and a standalone single smaller sign.

Last but not least, Jim has been working on lighting, specifically torches, in an attempt to fix the current extreme lighting levels. We’re aiming for ambient rather than blinded by the light!

Art - October 20th:

Over in the Art team we’ve been continuing to develop the features we were working on last week doors, fences, Signs and lighting.

Amanda is exploring some great door and fences concepts.

Carrying on with Sign prototyping, Jess has made Stone versions of the Signs which we will be providing for testing soon. The Stone Sign. The stone colour/tint will come from the world stone colour.



Jim has continued working with Luca on balancing lighting and torches and also providing feedback for a new portal effect to be played when multiple open portals are visible.

Art - October 27th:

The art team have been busy on prop concepts and consumable items.

Amanda’s concepts for unique fence types. These will provide more variety for decorating builds in addition to the material progression fences we shared previously.





Ollie and Luke have been working on the list new items and recipes. We have the list of new foods which Jess has been creating.







Art - November 3rd:

This week the art team have been supporting release 182.1 and working on prop concepts and new items.

Amanda has been finishing off Decorative props, posts and beams. See Amanda’s forum post.

Art: Decorative/Hanging/Unique Props and Beams! [BIG POST]

Jess has finished the new foodtuff items with the bean model. She’s moved onto rare creature drops. Collect enough of these and you can craft a cool creature totem as seen in Amanda’s previous post.



Art: Decorative Totems (Trophies?) and Poles Update! [IMAGE HEAVY!]

Jim has been working on particle VFX.

Art - November 10th:

This week the art team has been busy on concepts, item drops and prestige totem pieces.

Amanda has been finalising a set of unique fences



She’s added a Wildstock version to the creature totems.



Jess has been modelling new item drops from creatures. A horn, feather and eyeball. More to come next week.



That’s all folks!

Cross posted from Devlog Forum
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10月 31 日

Release 182: Signs and Portals++!

This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.

Overview:

Get you “Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.” - on stand by. This Testing release contains a wide collection of improvements, but most significantly, a first implementation of player creates Signs. Everything from “SHOP” to “Home Sweet Home”.



Please checkout Jiivita’s video that explores and introduces the new Signs:

Signs! | Feature Introduction | Boundless 181

And another video from DanBeforeTime:

BOUNDLESS | SIGNS Are Here! - NEW feature (Release 182)

Great work and thanks from the dev team.

Important:

Your character skill trees have been reset!

All skill points have been refunded. You will be asked to re-skill your character when you first enter the game world. (Don’t forget to learn your inventory expansions!!)

Release Notes:
  • Art + Animation + Assets:
    • Improved scale, rotation and position of objects for storage, plinths, basket and GUI.
    • Softened the Warp edge VFX to look more consistent with the Portal VFX.
    • Improved the 3rd person take hit small flinch animation.
    • Fixed artefacts with rain and snow weather FX caused by horizontal drift.
    • Consuming food and brews is now quicker.
    • Make Spitter projectile physics smaller.
    • Fix Spitter shooting animation to be in-sync with the projectile.
    • Fix for characters playing the wrong animation when creeping after running.
    • Updated all animations to have a short time to impact for a more responsive feel.
  • Crafting + Resources + Equipment:
    • Updated how colour of crafted output items are chosen.
    • Randomise the rotation + flip of resource decals on blocks.
    • Building:
      • Fix placing torches onto invisible walls when placing a torch whilst selecting a flower.
      • Allow changing the “type” of grass on a block using seeds directly without having to remove the old grass first.
      • Fix that when placing blocks on top of grass that now don’t remove the grass, that the long bits of grass were not at least being removed.
      • Beacon plots can now be coloured from Gleam to help distinguish between your different beacons.
      • Allow more than 25 adjacent storage blocks in any orientation.
      • Update Beacon Plot drawing to be clearer, plus fix not always drawing plot surfaces and not drawing plot when placing beacon control.
      • Allow non-activated portals, and non-locked signs to be broken as individual blocks. Once activated, or once locked, the entity will become breakable as usual as an entire unit together.
    • Machines:
      • Machine crafting (including spark-cores and pipe networks) re-worked for performance and stability (was causing a fair amount of server crashes), generally speaking, you shouldn’t notice the difference, except that various restrictions will now have been lifted, such as being more free with placement to put machines that are a different type right next to each other for example. Pipes will now also show correctly whether they are connected to a spark-core with non-zero spark or not so you can see if a pipe is able to transmit spark to a machine. This also fixed bugs if you ever had longer pipes, where the machine GUI would show the incorrect amount of available spark if the spark-core was too far away from you. The one exception to this is spark-cores, which are now constrained to be at most 4 blocks wide on any axis, this may mean that one or more of your spark-cores may be removed from the game, but in locally migrating all the live worlds, this was less than 10 across the whole universe so actual impact is minimal.
      • Machine pipes now have much tighter physics rather than being the full voxel size, and client will do a better job at predicting the changes to pipes and their neighbours when placing and removing them, now being much more important that they have tighter, dynamic physics shapes.
      • Machine engines and advanced engines will now render lightning when connected, and not fully worn, towards the machine that they are powering… not that engines are available just yet for users to actually player with…
      • Machines can now take ingredients from the machine output and players' backpack.
      • Various fixes around durability/wear of machines and sparkcores etc, correctly displaying wear in the GUI and preventing stacking which destroyed the wear state of the machines/cores. Power-cores will now correctly wear out, and display wear in the GUI and must be routinely repaired as machines do. Wear is now correctly applied to crafting tables, furnaces and unreleased engines. When placing spark-cores and machines, the durability values will be combined appropriately to get an average value. Wear will now also be visible in the hud details when hovering over machines, powercores etc.
    • Portals:
      • Portal activation/rendering logic update, portals should be much more responsive in terms of starting to load and being rendered when looked at, and will now take into account occluding geometry to not allow the client to start connecting to a portal that he can’t even see which may “sometimes” mean a portal takes longer to load because it waits to start loading until you can see it, but generally will mean far less “pointless” loading of portals just whilst walking around a town.
      • Portal visuals updated when a portal is not being rendered to not just be a flat grey/black colour, but to use the atmosphere colour of that world with a more interesting effect displayed.
      • Portals will now be visible through other portals (always as the above coloured state, no recursive portal through portal through portal through portal rendering nonsense!).
    • Signs
      • Initial implementation of Signs.
      • Signs have a display text visible in the world, and a longer piece of additional text that can be read by anyone regardless of permissions if they interact with the sign.
      • The display text on a sign has a choice of regular, bold, or italic font and will auto-scale to try to best fit the sign, the text is multi-line and be left or right aligned.
      • Signs come in two types, a “standalone” sign that is a fixed, sub-voxel size and is like a placard that can be rotated.
      • The other are “combining” signs which are always 1m in size, and will combine with neighbouring sign pieces that are of the same block type, colour and direction, to make up bigger and bigger signs (10x10 at maximum).
      • The combining signs will be placed as “crates” similar to machine blocks, and whenever a valid rectangle is made, will be replaced with proper sign pieces showing it can now be interacted with.
      • Once a combining sign has had text added to it, it will stop combining and will be broken as a whole. Once a combining sign has had text assigned to it you can then rotate the sign text and change its properties.
      • Signs have fixed physics similar to a door piece (but thinner) so will be collided with and walked on top of. The standalone sub-voxel sized signs will still have a fixed physics shape the same as combining ones.
  • Creatures + Combat + Characters:
    • Character now doesn’t start placing blocks until the mouse selects a valid place to put a block. This makes building vertical columns far easier just look down, hold place block and jump.
    • Fixed projectiles failing to hit the player often when the player is stood right next to a wall.
    • Fix for client misprediction when walking at an entity while killing it.
    • Physics:
      • Physics tweaks to prevent the player fitting into half-block gaps consistently now.
      • Physics tweaks to make swimming a bit more responsive and to fix issues of not being able to consistently swim above the surface of the water, and not being able to consistently jump out of the water onto ledges.
      • Prevent edge-climb ability being used whilst attached to a grapple to not conflict with existing grapple-jump behaviour (no more accidentally letting go of grapples when near ledges due to edge-climb)
      • Prevent edge-climb ability, grapple jumps, and jumping out of water from activating unless facing in the direction of the ledge.
    • Creatures:
      • Resistance is now a percentage chance to take no damage rather than a damage reduction.
      • Elemental creatures' resistances now consider element class.
        Fix for creature idle animations repeating until the creature moves. Creatures now randomly pick a new idle animation each time they complete an animation.
      • Cuttletrunk projectiles now fire faster
    • Death
      • A new presentation has been implemented for when you die. You now need to hold the RMB (right mouse button) to return to the sanctum after you’ve died.
      • A negative status effect is now applied when you have been defeated. The Death Sickness reduces your attributes temporarily.
      • Your health is restored to 25% after you’ve died. You’ll need to consume food to replenish your health.
      • These changes are part of the new resurrection system where players can resurrect other players.
  • Sanctum + Tutorial + Objectives + Progression:
    • All skill points have been reset! Visit the skill screen to reallocate them.
    • The crafter feats have been split up into the following categories: “Basic Crafter Feats” and “Advanced Crafter Feats” as there were too many for one category.
    • Skills
      • Added advanced block placement skill (in the core tree) to allow choice between fully rotational placement and simple placement.
      • Reduced number of mastery skills from ten down to five, and balanced the effects across them.
      • Added chisel skills to allow use of precision chisels (part of the tool mastery tree).
      • Increased the number of skill points gained to be 1200 at level 50. The skill tree and the number of skill points is still a work in progress and will continue to change in future releases.
      • Rearranged Resurrection and Rage & Focus skills in preparation for the release of those features (in the future).
      • Changed the interaction distance to be the same as the block placement distance.
    • Objectives
      • The number of items required to complete Hunting Creatures has been reduced.
      • The number of items required to complete Time To Collect Resources has been reduced.
      • The Fire Pit and Crucible objective have been merged into a single objective.
      • The UI for the objectives shown on the HUD has been improved.
      • Added an objective to teach players about adding Friends to their Beacons.
      • Removed the sprint skill – you can now sprint from the beginning of the game.
      • Removed objective claiming to fully complete an objective. Now the objectives autocomplete automatically when the player completes all the subtasks.
  • GUI + HUD:
    • Main Menu
      • Added new Knowledge screen with the information of resources and recipes currently unlock by the player. Press K to access the screen or access it via the Main Menu.
        • Please note the shortcut for friends list has been removed.
      • The Knowledge list expands when you discover new items and recipes.
      • Social section has been removed. You can now find your friends list in the Character section.
      • Improved footer legend information for all GUI menus
      • The completed section of the Journal has been merged into the Objectives section to compliment the new filter system.
      • Social has been removed from the Main Menu. The Friend list is now located in Character menu.
      • The Boundless Characters of all of your Steam friends are now automatically added to your in-game friends list making it easier for new players to connect with their friends already in the game.
      • Improved GUI objective log presentation.
      • Made GUI Field Of View consistent across all GUI screens
      • Added new game options to show/hide gain, combat and chat logs.
      • Show Mastery effects on item detailed info popups.
    • Entities
      • The beacon Permission tab now shows all your Characters (as well as your Friends).
      • Added filter bar in machine, knowledge, character, objective and universe menus.
      • Furnace crafting GUI has a perfectly smooth timing bar showing the crafting process, and much better responsivness when starting and stopping the furnace. The GUI now correctly clears the information about what is going to be burned when you remove the inputs.
      • Crafting:
        • Updated recipe lists GUI, separated out Mass and Bulk crafting into tabs.
        • Added reason why something cannot be crafted to Craft button.
        • Corrected text and icon showing skill required to craft ingredients.
      • Fix issues with various GUI screens like the warp screen that occur for a period of time after changing character (like not being able to warp to your location or beacon for a period of time for no particular reason).
    • HUD
      • Improved the stamina bar feedback.
      • Updated GUI’s newsflash presentation.
      • Added new newsflash events.
  • SFX + Music:
    • Creature projectiles have audio attached to them.
    • Explosions now have elemental variations.
  • Engine:
    • Application Systems
      • Improved Windows client crash handler. If the client crashes there should be a higher chance of generating a minidump to enable debugging of the crash. When the client is restarted after a crash which created a crash dump you will also be offered the chance to submit the crash dump to us, this will upload the minidump and previous session game log to us with the simple click of the yes button when asked (i.e. no more hunting down crash dumps to email to us).
      • Change of log locations. On Windows the log is still found in %LOCALAPPDATA%\Turbulenz\Boundless but is now simply called log.txt rather than boundless_log.txt, we also now rotate the logs so you’ll find log.txt, log.txt.1 etc with up to 4 logs kept. On Mac OSX the log path has now moved to Library/Logs/Boundless/log.txt in your users home folder. As with the Windows version the log is rotated to main the 4 most recent logs.
      • Don’t intercept app command keys to try and fix media keys not working with apps like Spotify.
    • Portals and Warps and Worlds:
      • The way the client chooses which meshes to use across different levels of detail has been updated and should remove the vast majority of z-fighting seen whilst waiting for the world meshes to be created, and you should no longer ever find yourself stood inside of low-level detail meshes for the world.
      • Portals/Warps should generally load in much faster than before, with the game better prioritising what to load and create meshes for.
      • Portals/Warps that are open, but not “fully rendered” (showing the “Waiting for Data” message) will now show a progress bar of the loading in the HUD so you can have an idea of how long it will take to fully load and become able to be walked through.
      • The way the server deals with physics meshes has changed, making them a persistent part of the world instead of created on-demand. This means the server no longer has to create physics meshes for the world which would often cause stalling/laggy behaviour when there were more players/creatures on the world due to it being too slow to create them, they are now loaded out of the world data directly and is much more responsive, this should hopefully mean that you never see laggy behaviour when going through portals/falling from heights/speeding around with the grappling hooks on busier worlds.
      • Travelling through a portal/warp should virtually never cause mispredictions or rubberbanding even if changing inputs whilst going through.
      • Travelling through a portal/warp, it was previously quite easy in more confined areas to end up teleporting up out of the ground after going through the portal because the spawn location calculated was inside of the terrain. This should no longer be possible.
      • Reduce chunk data by >50%, giving quicker downloads, better caching and lower RAM use.
      • Added support to allow delivery of chunk data via CDN’s, this will help reduce load on the servers and also allows users to fetch chunk data faster where other users in the same geographical region have previously loaded those chunks.
      • Fixed a controls issue that led to things like “sticky keys” when going through portals to another world if keys were released at the instant moment you stepped into the portal.
    • Rendering
      • Fixed issues in updating of Level-of-detail chunks when blocks are modified that would lead to straggling bits of geometry hanging in the air after removing natural terrain, or that would lead to the lack of proper slope-generation in the LODs of user-built structures. This will not affect any issues that already exist in the worlds, but any changes to the worlds from now-on will have proper lodded-geometry created.
      • Increased the accuracy and resolution of block-lighting’s affects on normal mapping, block-lighting should look more “accurate” now in terms of lighting directions. An immediate result, is that the sanctum corridor is now symmetrically lit, instead of having the left side far too dark with strange lighting artefacts.
      • Holding a torch or other light-emitting block in your hand, and placing it onto the ground should now produce very similar results in terms of the characteristics of the light’s brightness and falloff, though holding it in your hand will still produce a “spherical” falloff rather than the “diamond” shapes falloff that lights placed in the world will have so along diagonals, the hand-held light will still reach a bit further.
      • Removed options to disable weather and volumetricFog. These are debug options which persisted into the GUI. The PostEffects option is also removed to simplify the screen as all it did was hide some of the other option toggles. There will be more changes here in the near future.
      • Made liquid simulation more intelligent in the presence of all the new more complex shapes.
        Significantly reduced memory use in the culling mesh and lighting generators. Can save >200mb in complex environments.
  • Bug fixes:
    • Fixed a crash bug when the players travel through portals/warps.
    • Fixed the latency graph to sample the max latency every 0.1 seconds rather than the current value every 0.1 seconds.
    • Fix being able to bulk craft without the skill.
    • Fix crash entering non-ASCII text.
    • Fix crash right clicking on items in storage.
    • Fix sign colour crafting and placement.
    • Fixed an issue where the death penalty reduction skill was actually increasing the death penalty.
    • Fixed an issue with remapping the interact button to a key other than ‘E’. NOTE: If you have already remapped the interact button you will need to select “Reset Controls To Defaults” on the Main Menu and redo your button choices before you’ll see a change.
    • Fixed memory leak when changing world and moving to new areas.
Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.
  • Breaking the Campfire during the initial tutorial will reset some objectives and display the ‘Build a Temporary Campfire’ objective again.
  • Cannot close Inventory when Chat is used.
  • Changing the Chunk Cache Size in fullscreen mode will disable game functionality.
  • Game displays welcome message for a world through a portal without going through it.
  • If you spend a skill point before the tutorial asks you to, you will be required to unlearn and relearn the skill again.
  • Pressing the Enter key on the Rename Beacon box will disable game functionality. Avoid this by clicking the Confirm option instead.
  • Some feats are not shown on the GUI.
  • Using D3DGear http://www.d3dgear.com/ crashes the game on start up.
Known Issues:

The following items are known issues in this release.
  • Choosing Return to Sanctum option briefly displays ‘wrap error’ text on screen.
  • Clicking the Craft button very quickly may close the active recipe.
  • Damage indicator circle can sometimes remain on screen even when no damage is received.
  • Entity rendering will not always work correctly when there are multiple warps very close together, or where a warp opens up to a location very near where the entrance is.
  • GUI rendered incorrectly on Intel HD graphics (and some AMD / GTX laptop GPUs) on Windows.
  • If the game (loader) fails to start on Windows 7 and 8 you may need to install https://support.microsoft.com/en-gb/help/2999226/update-for-universal-c-runtime-in-windows
  • Item placed into Request Basket will disappear when placing the same item into storage.
  • Item wanted is completely different to what was placed there before on the Request Basket.
  • Items may unequip themselves after adding a stack of items to a smart stack.
  • Items will occasionally be unable to smart stack with other items that belong in the same smart stack category.
  • Menus may constantly reappear on screen after closing them.
  • Number of available feats is incorrect.
  • Objectives & Feats - Some tasks are not being tracked correctly.
  • Opening or closing doors and trapdoors when standing too close to them will restrict player movement. To get out of the situation, interact with the door or trapdoor again.
  • Region names may not be displayed correctly after discovering one.
  • Request Baskets (previously Buying plinths) that had wanted items set before v151 have unset them. Sorry. Going forward they will be fine.
  • Shift-clicking any inventory item on the Furnace GUI when ingredient slots are full will cause that item to disappear. To retrieve that item, break the Furnace.
  • Skill descriptions are not final.
  • Some interactive blocks (crafting table, machine, beacon control) have become corrupted during the migration. This will result in at best those blocks not being able to be interacted with, at worst the game crashing when interacting with those blocks. To fix the issue the block(s) in question need to be re-placed. In the case of anything other than a beacon control the block can simply be broken, picked up, and then re-placed. In the case of a beacon control this will work, although it would result in all the plots having to be re-placed one at a time and during that process the contents being unprotected. A better workaround for a beacon control is to craft a new beacon control, place that, and then break the old one, which will keep the beacon’s plots placed throughout the process.
  • Speech bubbles may still be displayed above players after going through portals.
  • The recipes are not final.
  • When Beacon fuel is nearly full, adding extra fuel will display a message saying that there are no consumable fuel items.
  • When expanding a smart stack offered by another player during trading, it will be empty.
  • Z-fighting with some items (workbench and other machines) when placed underwater.
Release 182.1:
  • Updating objective strings as players are not required to activate objectives anymore.
  • Changing Difficulty to Mastery Required in the item tool tip.
  • Adjusted loading/meshing priorities again. Now when looking directly at a portal, the game will choose to prioritise all the area around that portal over chunks and meshes around the current player location, rather just the 3x3 around the portal exit. This means that the game will prefer to fully load the portal you are looking at instead of only fully loading it once the entire world around you has loaded (the idea being, if you are looking at the portal you probably want to go into it soon, so we should prefer to load and mesh it over the current world you are likely about to leave).
  • Fixed a server crash loading ammo not in backpack.
  • Fixed balance of held light sources and self light skill range. This will change again in a future lighting balance pass.
  • Fixed crash on exit on Windows.
  • Fixed health bar not updating when changing character.
  • Fixed issue where exceptions could be generated editing sign text.
  • Fixed issue where ingredients were taken directly from a player’s Backpack when using the Furnace.
  • Fixed issue where non-gleam items could be QuickMove’d into the Beacon colour slot.
  • Fixed missing impacts effect from slingbows
  • Fixed the jump jump height for Jump Height 2 skill from 0.5m to 1.2m.
  • Fixed various crashes in GUI interactions.
Release 182.2:
  • Fixed bug that produced empty price list in selling plinth screen.
  • Fixed charged shot on slingbows.
  • Fixed client crash when opening a Smart Stack in Storage.
  • Fixed creature counts getting out of sync (possibly causing creatures not to spawn).
  • Fixed machine placement ordering, the choice of the 4 visual parts will now be defined by the time at which that machine block piece was placed which should match older behaviour.
  • Fixed some missing shader parameter sets that would have caused some funky behaviour from held lights / skill-light for fog and weather-particulates.
  • Fixed unwanted icon behind recipe ingredient meshes, when ingredients are insufficient.
  • Further fixed and tweaked physics-stuck logic to remove more false positive cases identified.

Release 182.3:
  • Increased maximum friend limit from 100 to 250
  • Improve logic that puts the player into 2 high gaps to work with the even stronger jump strengths.
  • Allow various mesh blocks (but not standard storage that is effectively a full block visually) contain liquids and have liquids pass through them etc, including beacons and storage shelves, machines and pipes.
  • Allow slab/walls shapes to be either bevel or square chiselled, regardless of which was used to create the slab/wall.
  • Reduced the prestige value for gleam, crafting tables, fire pits, crucibles and storage.
  • Tweak water shader to avoid z-fighting in most cases when flowing through bevel/square chiselled blocks.
  • Tweak portal effect to remove lines near the top and bottom.
  • Fixed ore-decals from changing their rotation sometimes when neighbouring blocks are changed.
  • Fixed an issue with bevel-chisels where based on direction you were chiselling, it may not have let you chisel when it should have.
  • Fixed trap-doors to be symmetrical.
  • Fixed an issue that allowed trap doors to continue to be placed next to a maximum-length trap door if the existing trap door was opened first (leading to some weird behaviour/visuals).
  • Fixed having to re-open a location twice in the warp screen to have it correctly refresh, after a few moments the data should now populate and button become usable.
  • Fixed occasional crash after exiting a portal when creatures were around.
  • Fixed occasional crash when cuttletrunks appeared.
Cross posted from Devlog Forum
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In a vast universe of connected worlds, the choice is yours.

Explorer? Builder? Hunter? Trader? Fighter? Discover your place in the massive open-universe sandbox of Boundless. Watch the sunrise on one world before hunting down rare creatures on another. Explore dark caverns alone or build an empire with friends. Mine, trade or battle for resources. Can you unearth the elusive Oort technologies?

Will you build a shop, sell your treasures, craft amazing contraptions? Do you yearn to join the hunt for Titans, claim your land or seek new worlds? Open a Portal and expand your reach across the universe as you shape your citizen, define your role, and become Boundless.


Join the Great Transmigration and explore the Known Worlds of Boundless. Each world is full of unique inhabitants and resources, ripe for discovery. With your trusty Totem in hand and the ability to build Warp Conduits, you can pinpoint locations on other worlds and travel seamlessly between them. No waiting. No loading.


Discover and use materials to build your base. Craft Beacons and claim land as your own, protecting all your beloved items within it bounds from other Players and from sacrifice to the land. Use special tools to tweak and transform blocks into ever more interesting and unique structures. Your imagination is Boundless.


Master the art of crafting! Create weapons, tools, building materials, and a whole host of other technologies waiting to be discovered in the Known Worlds. Use advanced Crafting Machines to build ever more sophisticated items and further your potential. Forge your legacy.


Hunt down creatures of all shapes and sizes scattered throughout the Known Worlds. Each world has it’s own unique breed of creatures to discover, each requiring different strategies to best. Get ready to take on the challenge.


Everything bought and sold in Boundless is generated by you the players. Buy and sell items through player owned shops, compete with others to become the most successful trader in the universe.


Boundless is a sandbox MMORPG that encourages player collaboration. Find friends or players from all over the world. Explore, defeat dangerous creatures, gather rare resources and build a colony together.

Other Features
  • Learn the basics! Carefully crafted tutorials help you to understand the core elements of the game.
  • Complete Objectives, Feats and events to earn Coin and Experience Points to level up your character
  • Spend your hard earned skill points in the Skill Tree and tailor your character to how you want to play the game
  • Craft thousands of items including, building blocks, tools, weapons, food and many more
  • Colonise planets by yourself or join a settlement with others and grow your beacon into the capital of the world with the Prestige system
  • Build and maintain a Portal between two worlds for you and others to use
  • Trade items with others or set up a shop to sell and buy items while you’re off adventuring
  • Each world automatically regenerates areas that are not protected by a Beacon and returns it to its original layout, creating new and much needed resources for you to collect
  • Seamlessly travel to new worlds and discover different creatures, resources, block colours and user generated creations in an ever-changing universe

No Subscription Required
Purchase the game and enjoy your Boundless journey with NO MONTHLY FEE!

系統需求

Windows
Mac OS X
    最低配備:
    • 作業系統: Windows Vista, Windows 7 SP1 (64bit)
    • 處理器: Intel Core i5 @ 2Ghz (or equivalent)
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Dedicated DX 11 Compatible GPU
    • DirectX: 版本:11
    • 網路: 寬頻網際網路連線
    建議配備:
    • 作業系統: Windows 8.1 (64bit)
    • 處理器: Intel Core i5 @ 3Ghz (or equivalent)
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Dedicated DX 11 Compatible GPU
    • DirectX: 版本:11
    • 網路: 寬頻網際網路連線
    最低配備:
    • 作業系統: Mac OS X Mountain Lion 10.8
    • 處理器: Intel Core i5 @ 2Ghz (or equivalent)
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Intel Iris Integrated GPU
    • 網路: 寬頻網際網路連線
    建議配備:
    • 作業系統: Mac OS X Yosemite 10.10
    • 處理器: Intel Core i5 @ 3Ghz (or equivalent)
    • 記憶體: 8 GB 記憶體
    • 顯示卡: Dedicated GPU
    • 網路: 寬頻網際網路連線
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