The 16.12.1 patch wraps up most of the gamepad support adding in a new configuration window that is gamepad friendly (you can switch between the new mode and the old mode for finer control, but it requires a keyboard/mouse to change the values) and housing controls are now fully gamepad supported. A few other adjustments were made to handle reload/use being on the same input so you wouldn't reload your firearm when interact with a container. There might be a few smaller bits left (some input options for putting in player name), but most of the game is gamepad friendly now.
One of the requests we have received was improve durability on armor. Body armor now has more durability and should last a lot longer now. Legs and Head pieces also have more durability than arms and feet. Each tier of armor also has more durability than the last. In general the higher end armor lines should last a bit longer than before, but lower end armor might have less durability on the feet and arms due to the change (for example cloth in general is a bit under what it was if you add all 5 pieces together, but Mubark has quite a bit more than before).
Another request added is repair kits for weapons and armor. They are added to the skill lines that make the weapons or armor. Armor repair kits will repair all 5 pieces of equipped armor, weapon repair kits (melee and ranged) will repair the equipped weapon. Repair kits comes in 4 qualities and will also reduce the maximum durability when used. Higher quality repair kits repair more damage and reduce maximum durability at a slower rate. You can choose to use the lowest quality repair kit on the higher end armor if you choose, but you will have to replace it sooner.
The patch included a few bug fixes including some snapping issues with some ramps and fixed an annoying issue when editing text in the chat box where the caret would move to the end if you inserted some text. Full notes for the patch are below.
Music and weather sounds will now pause anytime the game is paused.
Introduced new sounds effects which will play as structures break into pieces in a siege. The sound effects vary by the structure itself.
Adjusted geometry used in determining housing platform pieces so that smaller pieces are more likely to test as supported by larger (e.g. a medium platform on top of a large support).
Added new snap locations to all the ramps, so you can more easily align ramps edge to edge of each other.
Items and Fittings
Slightly reduced the amount of hunger restored by Warm Phosphori Meat.
Increased Exceptional Calibrite Sword Durability to 450.
Master Crafted Calibrite Sword now has a durability of 500.
Sharp Setlang Claw durability was reduced down to 400. Razorsharp Axe up to 425, Helltyr Hammer up to 450.
Exceptional Steel Sword was properly named and durability increased to 550.
Mastercrafted Steel Sword durability increased to 600.
Charged Sword and Axe changed Durability to 550. Heated Sword and Axe to 600, Exceptional Heated Sword to 700.
More Durability changes. Jabber-Coated Club up to 400, Rhino-Horn Spear up to 500, Warlord's Hammer up to 600, Drosera-Thorn Spear up to 700 (doubled that, oops), Phossphori Sword and Axe to 800.
Adjusted all the durability values on armor in the game. They now have a progressive increase in durability with higher quality armor (so more durability on lurker armor vs cloth). There is more durability on chest pieces vs head/legs and vs arms/feet. Some lower tier armor might have less durability as a result, but all chest pieces now have more. Higher tier armor has a lot more total now compared to before. You will need to create new armor to get the new durability.
Added 4 tiers of armor repair kits. They repair armor, but also reduce the maximum durability. Each improved repair kit increases repair % and reduces damage %. Repair kits repair all worn armor and will stop working once you have damaged the max durability by 75% or more.
Added repair kits for melee and ranged weapons. They will repair the equipped weapon.
Reduced the amount of equipment damage on death by 25%.
Improved the description of Respec Kits to make it more clear that they will reset your glyph bonus points.
Calprates can now be skinned for Fiber.
Twigs will no longer be harvested from Cacti. In their place you will receive Fiber.
The key press hint, shown with the housing crosshair, will now reflect the current key bound to the "Use (Secondary)" action, i nstead of always showing "F", no matter which key was bound. If you are using an XBox gamepad, and a gamepad key is assigned to that action, then an icon for the gamepad key will be shown instead.
Added full gamepad support for placement and moving of structures. If you attempt to place or move a structure with the gamepad it should display tips for how it all works (manual movement and rotation require holding down buttons and using the analog sticks (left stick moves faster, right slower).
Selection Wheel when using gamepad will only work if the UI windows are not up. Having it work all the time was breaking some usage of the button in other windows (such as inventory, where Y was used to move stuff).
When using a gamepad you will no longer reload if you interface with a structure or storage container as both use the same button. When using a keyboard/mouse it doesn't care as it typically is not on the same key as the use functionality (E or F).
The structure dialog now had gamepad support. If you interact with a storage container or crafting station with a gamepad it will no longer just open up, but prompt the structure dialog window now. For quick ease of use the open routine is the same as the use button (X) so you can double tap it open it quickly. The rest of the functionality (move, pickup, destroy) also has gamepad inputs.
Added a border to the ingame menu. Just a visual change.
Updated destroyed versions of wood support structures to use the new wood look.
Fixed a typo in the Experience Modifier text on the Server Configuration window.
Corrected the platform snap locations on many platforms and ramps, so they will now align correctly when snapping together.
Adjusted the trimming function on character name in character creation so it would only fire if there was a change or it was at the limit. This was causing it to move the caret to the end if you make an edit inline.
Fixed the trimming function on the chat box. If you made a change inline it would place the caret at the end due to the trimming routine. It will now only attempt to trim if it is over length fixing that issue.
Fixed a bug which allowed players to craft while dead if they were next to an appropriate crafting station.
Fixed an issue with some code failing when saving settings in the options window the 1st time. It was causing a pause and also was causing a crash on xbox.
This patch includes some more gamepad support (including options, improved radial menu, camera controls, and you can now map to the quickbar from your inventory). Some housing issues that were reported in the previous build also had some adjustments to fix some errors found. Further changes were made on momentum for vehicles to help prevent them from rolling away.
In addition, some new configuration options are now available. One is to completely disable food from decaying, the other is to limit the amount of decay when offline. The camera and how it moves was adjusted in this patch so you might need to adjust the sensitivity if it is faster or slower than before. A handful of other bug fixes are included in this patch as well along with some other minor tweaks.
Full notes are below.
Items and Fittings
Tinted the generic bag model which is used for many dropped items to be a reddish tint rather than grey, to make it easier to identify and pick up.
Opening the Options or System Windows while in single player mode will now automatically pause the game and then unpause when closed.
Increased the range at which selected spawn points become available to players.
New players will be unable to spawn away from new player friendly spawn points until level 3, it was previously level 2. That system was implemented before the world changes though so we wanted to give players a little more leeway.
Added a new configuration option to limit food decay when offline. It will only remove 1 qty of food from a stack when your character returns back to the game (single player or online if enabled). It will also do the same for storage if playing in single player (all containers are live online, so it won't impact them unless the server is down and unable to update the quantities).
Newly created single player games will now pop up a ruleset configuration menu after your character is created for the first time. You can still use /ruleset to tweak those options afterwards.
Added a new ruleset configuration flag which allows you to disable item decay.
The Steel Pick recipe is now acquired with a skill of 8, as was originally intended.
Mouse sensitivity over 50 now has a slight multiplier to it to increase sensitivity more as it approaches 100. Before it was doubling the speed, now it is 6x faster. If you had it set over 50 you might need to adjust it some.
You can now use the escape button to close down the guild window.
There is now a hotkey option for gamepad to map inventory or equipment to a hotbar. Drop was moved from Y to RB and the hotkey is now on X. You can select an empty slot to remove whatever is present in the hotbar as well.
Added d-pad graphics for the hotkeys when using a gamepad. They should only show up if the gamepad is being actively used.
Crafting Station window now properly remembers previous position when switching panels on a gamepad. It also doesn't do a full refresh when doing so now.
Moved radial menu used to select inv, crafting, etc on the gamepad to the Y button.
You could toggle the filters in the crafting station when interfacing with the inventory on a crafting station accidentally. This was fixed as it reset some values that screwed up interfacing with the inventory.
You can now hold down the Left Bumper on the gamepad and use the right stick to zoom the camera in/out.
Mouse section was renamed to Camera in options as those settings impact the camera when using both a mouse or gamepad.
Removed the Quit button from the options menu.
Fixed an issue with sprint toggle (/ or left analog pad) would disable auto attack. You will not keep attacking and it will properly disable the sprint.
Options menu now supports gamepad usage with the exception of Keybinding. It needs to be done with the mouse (if on PC you can remap gamepad buttons as before, but requires using a mouse to do so). The rest of the controls can be adjusted with a gamepad though.
Fixed an issue where you could sprint while holding down the attack button if you released sprint and tried again
Adjusted the selection/radial wheel for the gamepad. It will now close open windows, properly start off in the previous used window (starts at inv as default now) and removed the previous wheel slot rendering as it was pointless.
Pressing the Save button on the Ruleset Configuration window will now close the window after it completes saving.
Key Bindings are now available in the options window from the Main Menu.
Camera rotation is now independent of framerate. Camera speed might be quite a bit different than before depending on your previous framerate.
Vehicles and Mounts
Vehicles should no longer roll downhill quickly if summoned on an incline.
Vehicles will no longer spawn to the side of you, instead spawning straight ahead. They will also spawn higher in the air to help compensate for uphill terrain.
Improved handling of dropping of housing items after their supporting structure has been demolished or moved. There should no longer be items left hanging in the air, nor items sinking into each other on the fall.
Dropped items will now be dropped a little further away from the player to help prevent players from tripping over them.
Added some checks to some client side code that was running on the server causing log spam.
Fixed an issue with housing placement that could cause the client to crash.
Fixed bug that allowed placement of housing items over the player. This was especially apparent with the platform support pieces.
Fixed a bug with demolishing housing items (and possibly placing them) that could result in a client hang/crash.
Corrected an issue which could occur if a container was removed and cause the items inside to go into an error cycle that degraded performance.
Potential fix for the issue where Supply Crates are not always clickable. This will need real world testing but we fixed an error which may have been the root of it.
Fixed a bug which was causing the edge of some text on the character sheet to be cut off.
Fixed some display errors with the Key Bind UI, which could cause a key bind button to not show.
Fixed food type items not dropping properly.
Adjusted the scale and text values in the equipment window to get rid of the clipping.
16.10.2 is mostly a bug fix and optimization patch. Some time was spent profiling and fixing some issues to get the game running better on the xbox one build we are currently testing. This includes a massive decrease in memory consumption (roughly 1-1.2GB in single player, same amount if running a server instance), reduce CPU usage for some UI elements that were causing issues, and reduced CPU usage for grass updates. These will be mostly unnoticeable on a decent gaming CPU if you are running under 60fps, but perhaps would at 90-120fps as it could of been the limiting factor. The memory adjustment should make the game run on a 4GB system now.
Another major optimization improvement was done to the recipe/batching window. It is now a bit faster after finding an issue and now updates quietly for inv changes instead of rebuilding the whole window (shouldn't be constantly scrolling moving items or after crafting now) and should refresh pretty quickly.
Beyond that we pulled from the Repop icon archive and updated many inventory icons that were used more than once, housing tweaks from the latest housing changes, more lenient grounding for some housing items (Campfire!), new Refined Steel Pick so regular Steel Pick isn't refined, fixed the handful of broken crafting stations that only had 1 slot, improved z-sorting for UI elements, and a handful of other bug fixes and tweaks.
Finally, a bit long overdue, but there is now a password option that can be set on a server when launched that forces the person connecting to type in the password before they can play. Once the password is provided they will not be asked again unless it is changed. We also introduced shortly after 16.10.1 new server documentation including new batch scripts (included in the build) for running a server on windows MUCH easier. Check if out if you are interested.
Full notes are below.
Tweaked Grenade and Rocket Launchers to have better explosion sounds over distances.
Altered the lurker hunting sounds.
Fixed a problem with the Armored Vehicle sounds attenuation.
Introduced many new inventory icons.
Fixed a bug with housing placement that allowed for floating platforms on the water. To compensate for the resulting sinking of the rogue floating items, the resource return rate for housing demolition has been temporary changed back to 100%. In addition, as the floating bridges were kind of cool, added the ability to place any of the platform modules in water, provided they are grounded and not free floating.
Tweaked the geometry data for the following small housing items, to make them easier to place: Campfire, Compost Bin, Mortar and Pestle, Large Crate, Small Crate, Silo, Foot Locker, Refrigerator, Farming Plot, and Stove
Housing items are no longer subject to periodic gravity checks. They will however, still be checked and lowered if their supporting structure is demolished, destroyed, or moved away.
Adjusted the start height for Platforms so that when placed on the ground they will start half buried at the center location. You can raise or lower the platforms as desired when placing.
Items and Fittings
Extended the distance at which Traps and Personal Shields can be seen.
Increased the durability of tools created with Refined Steel.
Many items now have new icons as we attempt to ensure that there are no duplications and to make them easier to identify visually.
You can now create Steel Picks with a Refining skill of 8. They no longer require Refined Steel to create.
Updated Chinese Localization.
Updated Spanish Localization.
There is now a -playpassword option when starting a server. This will force a password prompt to come up after you connect to the server. You will need to enter the password to play on the server. Once the password is entered correctly it is stored on the player so it doesn't have to be entered again. Changing the password would require it to be entered again for access.
Improved the performance of the crafting/Batch window. It should work a bit faster and with less CPU now.
Added small improvement to performance when placing housing items.
Adjusted the way some navmesh memory is utilized. This is a pretty massive saving (1.2GB on client if in single player and slightly more on a server). Might need some further testing, but initial testing wasn't showing much difference in performance or navmesh usage.
Optimized the networking utilized in housing, traps, turrets, and other potentially problematic areas.
Improved the update process for counts on itemSlot UI so it will take up less threading time.
Adjusted how often the routine updates for displaying grass. This should improve some game threading performance a small amount.
Nanites now require Samr Berries rather than Ngooberries.
Introduced a new variation of Refined Steel Picks which can be created with a Refining skill of 10. This brings picks in line with other harvesting tools.
The crafting/Batch window now will do a soft update when an inv change is sent. This will update the window without rebuilding it like it was before. This is significantly faster than before and won't force the rebuild/scrolling issues from before.
When selecting a filter in the recipe/batching window it should display faster than before.
Added some missing information about Campfire usage on recipes.
Moving items in/out of a bag will now trigger the recipe/batching window to update.
Moving items in/out of storage on crafting containers will now properly update the recipe list in the container.
Setup the equipment/container interface so it can be ordered with the other windows. Right now it is setup to be over top of the other windows.
Container Windows will now remember their last open position during gameplay if opened again.
Equipment Window and containers should now switch their z-order (bring to the front or back) with other windows when opened/clicked.
Skinning Stones can once again harvest hides.
The Mubark Studded Breastplate recipe no longer requires 12 Mubark Breastplates to create.
Fixed a bug where the player name validation were not working if player wanted to rename character without login out.
Fixed the crafting stations (mostly Improved/Advanced) ones that did not have some values properly set on them. They had 1 queue slot and 1x speed when they should of had more.
Fixed a Bug where Guild Name validation where not happening as expected.
Kaavo Hounds had the wrong names assigned to them. Flipped them.
Fixed a typo in the Rocharus and Vulture armor set descriptions.
Fixed the misspelling in Hieroglyph.
Fixed the values on improved/advanced stations that were for some reason reset to default values.
Fixed an issue with housing placement, where overlapping platforms can sometimes cause a failure in the grounding check for structures being placed on top.
Fixed a bug that could cause the initial height setting, when placing a housing item, to be incorrect.
Hello, we are happy to be releasing the 16.10.1 patch. This patch brings many adjustments to progression and skills. As a result, there is a wipe built into the patch so all your progress will be wiped out in both single player and online. We will also be renaming and removing a few online servers. All previous servers will be removed so please be sure to check the list of servers carefully for the same ruleset server you were playing on before.
Due to the larger difference between a low and high level character compared to before all our PvP servers will now be starting players out at level 51. All PvE servers will start out at 1 as before. Custom player servers can decide if they want to start players out at a higher level if they wish.
Below is a bullet point list of all the major changes in this patch.
The level cap will be raised to level 75, and as a result the time required to max level will also be increased. We felt players were maxing level too quickly and then running out of things to do.
The cap for each skill will be raised from 10 to 15. This allows for a greater range of passive bonuses, and has allowed us to rearrange the skill trees to offer a better level of progression.
We will remove the old style giant bases, instead utilizing a new modular platform-support-ramp system, which is being previewed in the current patch.
There are new sub-species for many of the game’s species, similar to what we saw with Setlang previously. This allows us to use different loot tables and to provide a sense of progression that is easier to recognize and to balance, allowing for loot improvements on the higher end variations.
Armor and weapons will scale to a greater degree in effectiveness, along with more and variations of each. Both systems have undergone a balance pass, AoEs are more effective, there is a noticeable difference in melee attack speeds, projectile weapons can now have procs, clip sizes have been adjusted, and more.
NPC progression are also being adjusted to fit with the new armor and weapon scaling. NPCs should be more difficult at higher levels than before, requiring proper equipment to take on. The types of npcs and their placement will also be shifted in the world to meet these adjustments and the new level cap. Additionally there are AI and loot improvements.
Bags and Backpacks now require more inventory space. Beginner bags now hold a few extra slots as a result.
We have renamed the tiers of various crafting stations. The new naming convention looks like Crafting Station->Improved Crafting Station->Advanced Crafting Station. This was to avoid confusion on required stations. Storage numbers have also been adjusted.
Hieroglyphs are now dropped from harder creatures. These will increase your skill points allowing you to possibly reach 15 points in each skill without tweaking the skill gain values.
Genetic Pets now have a new level progression system. It is based on the skill in Subsistance and the player's level. Lower tier pets still have a level cap, but they will be more effective in general than before.
There is now a penalty on death of 20% damage to worn equipment. This can be modified using the ruleset options.
In addition we have made a lot of other smaller changes. Please check out the whole list of changes for the patch below. (Thanks to TheDude47 for the screenshot.)
We have renamed the kill 500 Helltyr achievement to Helltyr Skeltyr.
The kill 25 drosera achievement has been renamed to Weed Whacker.
Added four new achievements centered around Crafting and Repair.
Adjusted the text on some of the achievements to make them more consistent with one another.
Added a new achievement which is obtained when you reach level 75.
Changed level 25 to level 30 achievement.
NPCs will cluster around you much better than before instead of stacking behind each other.
NPCs will now rotate toward you if they are not facing you in combat.
Rhinocs now have a much better hit detection sphere than before and should engage in combat much better.
Other npcs received similar updates and the hit detection sphere is somewhat normalized now between species.
Melee weapon animations have been adjusted. Knives now swing significantly faster, where weapons like spears swing more slowly.
1st person rifle reload animation was much longer than its 3rd person counterpart. The 1st person animation was adjusted so it matches the 3rd person in speed.
Reload sound for rifles was adjusted to match the reload speed.
Improved Vulture spit effects.
Introduced new weapon particle effects.
Created new item icons to support many of the new additions.
Reduced the storage size of Tier 2 and Tier 3 crafting stations slightly.
The amount of resources returned when demolishing a housing item is now determined by your construction skill. The odds of recovery for each resource varies from 25% at skill 1 to 95% at skill 15.
Renamed the Storage Containers. They now follow this pattern: Crafting Station, Improved Crafting Station, Advanced Crafting Station. This is to remove some confusion about the "Basic" ones.
Added new stone and iron platform modules, similar to the new wood platform modules.
When playing offline, pod spawn points are no longer considered to be restricted building areas. The restriction still exists for online servers.
The all-in-one platform/supports/ramp bases (e.g. "Wood Base", "Stone Base") have been removed from the game. They have been replaced by smaller modular platforms, ramps, and supports.
Improved ground contact checks for placement of the Tech Shed.
Improved collision checks when moving a platform that has other items on top, e.g. walls. The above items should only be considered colliding if the intersection is above the area of those items that is allowed underground.
Added center crossbeams near the top of the medium platform support structures, to make it easier to place a platform module on top.
Items and Fittings
Phosphori now drop warm meat which can be eaten without being cooked. This is in addition to their other loots and will always drop. It is a potent meal, both in regenerative properties and in filling your stomach.
Added Refined Calibrite and Refined Steel resources. They are used for the new Refined weapons. The Heated and Charged weapons also now require it.
Increased the efficiency of Health Stim regeneration.
Increased the recharge time of medical items from 3 to 5 seconds.
Adjusted ammo clip size on some ranged weapons. Pistols got an extra bullet, Rifles, Shockgun, and Flamethrowers were reduced in size.
Pistols now fire at a rate of 2 shots per second versus 3.
Added new Refined ranged weapons. This is for both the regular weapons (Ex: Refined Pistol) and for Beam weapons (Ex: Beam Pistol).
Added hides for creatures that were missing them to support the new armor types.
Added a new high end Phosphori Rifle.
Reduced Ammunition output from 150 to 100 in the recipe. Crit is now 200 as well. Beam ammo now is the same value (down from 200) and Flamethrower ammo as well (down to 100).
Added new Energy Supplements which restore a small amount of hunger, but more importantly grants both a Health and Energy restoration over time.
Adjusted the existing armor (Cloth, Setlang, Lurker, Nanofiber, Rhinoc, Rocharus, Firestrand, Mubark, Studded Mubark) with new armor values. Armor at the higher tiers now reduces a lot more damage. Some armor had some modifier tweaks as well done for Electicity and Heat. Critical Results for these recipes were all tweaked.
Introduced a new type of artifact which is similar to the Alien Artifacts but grants a higher amount of experience. It is very rare and only on higher level NPCs.
Armor is now damaged easier during combat. It was also adjusted to damage chest, head, and legs a bit more often as they have a higher armor rating/coverage area.
Introduced new Advanced Medical Scanners which heal a higher percentage than standard scanners.
Added four new types of artifacts which when studied will provide the player with a boost to their skill points. This is separate from the points that you gain when leveling, but they will be lost if you respec. These artifacts are somewhat common drops off the higher difficulty variants.
Weapons with AOE Damage (shotguns, shockguns, flamethrowers, phosphori rifle) now do more AOE damage than before. Their base damage was reduced as a result.
Stone tools will no longer yield any Iron. Need to be using Calibrite or better Picks to get it.
Added new Vulture, Helltyr, Jabberbull, Kaavo, Tralus, and Phosphori Armor Sets.
There is now a penalty on worn equipment on death of 20% durability loss. If items are dropped on death the penalty will be applied as well. It can be changed in the configuration options using Equipment Damage on Death. Setting it to 0 would cause no damage, setting to 100 or higher would cause all equipment to break on death.
Bags and Packpacks now take 2x2 slots. Initial bags were increased in size slightly due to taking up more inventory space. The backpacks were adjusted a bit as well (they hold slightly less than before).
The Helltyr Warlord now drops a high end hammer which drips blood when equipped.
Leather Backpack is now called Kaavo Backpack and Lurker Backpack is now called Tralus Backpack.
Increased the amount of heals per cartridge in Medical Scanners, while closing the gap between them and critical variations.
Adjusted crafted melee weapon damage to match new speeds and adjusted base damage to match the new armor progression.
Projectile weapons now support procs.
Added new Refined Calibrite and Steel Knives, Axes, and Swords. They are improved versions that do more damage.
Added new Cryo Grenade Launchers. These higher end grenade launchers do increased damage, and freeze opponents temporarily.
Increased the amount of exp required to get the passive EXP bonus as you level. There is a passive exp bonus if you remain active earning exp and do not die.
Doubled the max wait time for stamina to start regenerating, but increased the restore rate by 2.5 times what it was before (to roughly 10 a second).
Added a new configuration option: NPC Max Spawn Rate. This will increase or decrease the min/max spawn rates on a spawner. It is clamped to .02 (should only spawn 1 npc) and up to 3 (3x the normal amount of npcs). This can be useful if you want to increase the npc difficulty, but have less of them to contend with.
Phosphori now has a camera shake when the ground attack hits. Like other camera shakes if set to 0 it will not play.
Player data, structures, units, and some other backend data will be wiped as of the 16.10.1 patch.
Added respec kits to some of the tougher npcs that were missing them (including Setlang Alphas). They should be on all harder npcs now.
Large Rhinoc renamed to Kaavo Rhinoc and use a new texture variation.
Adjusted the npcs in x1y1 (center/starting) part of the map. Region is mostly 1-20 now with tighter enforcement of levels and creatures. There are more lower level creatures than before as a result.
Introduced Kaavo Vulture sub-species.
NPCs in x0y1 (west of starting area) are now 5-30. NPC placements were adjusted and a few extra spots were added as well.
Added a Trailus Lurker sub-species.
NPCs in x2y1 (east of start area) are now 10-35. Placement of npcs were adjusted.
Rocharus now have a spitting special ability.
Introduced a new Tralus Rocharus sub-species.
Added the "Rocharus Creeper". It is the more difficult version of the Rocharus.
Added a new Tralus Helltyr sub-species.
Added the "Jabberbull Bully". A more difficult version of the Jabberbull.
NPCs in x2y0 (northeast most zone) are now 20-40. Placement was adjusted.
NPCs in x0y2 (southwest most zone) are now 25-45. Placement was adjusted.
NPCs in x1y2 (south zone) and x2y2 (southeast zone) are now 35-50. Placement was adjusted.
NPCs have their armor, damage, HP values adjusted based around the new armor values/damage available for players. Higher level npcs should be much harder to take on without appropriate weapons.
Improved the Jabberbull's Collision. They should no longer stand on top of you when attacking.
NPCs in x0y0 (northwest zone) and x1y0 (north zone) are now level 55-80. Placement was adjusted.
Drosera Petals are now dropped 3 at a time instead of 1 at a time.
Adjusted Setlang Alpha to give out slightly more experience.
Added extra difficulty spawners to all zones. These spawn the harder mini-boss type enemies more often than normal spawners. There are only 2-3 in each zone.
Added a tougher version of a Vulture called a "Vulture Predator". They are similar in difficulty to the Setlang alphas.
Calprates Charger now has a new tint making it easier to tell apart from regular Calprates. They also got a bump in experience like the Setlang Alphas.
Added a new tougher Rhinoc called a Rhinoc Bull. They now have the artifacts that were originally on the normal Rhinoc.
Improved performance when placing snappable housing items, with snap option is on.
Ferocious Rocharus Hybrid was added as the new high end pet. It requires the drosera petal. The Ferocious Rhinoc is lower tier now and only requires Parasites.
Pets are now using the same rotate code as normal NPCs. They should move/rotate a bit cleaner as a result.
Genetic Engineered pets now have a new level system. It is based on your skill in Subsistence, your level, and the level/skill range on the pet. The pet can not be higher level than you and lower skill level pets have a level maximum that they cannot go over. The pets were distributed and adjusted through low and high point requirements in Subsistence so you can start using pets early on.
The large boulders common early in the game now have a very small chance to yield Gold if using a Pick. You will get a larger supply in the usual spots, but since it is needed in some early recipes wanted to make some smaller amounts easier to get without venturing into higher level zones.
Skills and Abilities
Increased the level cap from level 50 to level 75.
Increased the skill cap from a maximum of 10 skill levels to a maximum of 15.
Made adjustments to the experience curve. This primarily affects higher levels.
All characters will be wiped as a result of this patch. This is our first wipe during Early Access, and we felt now was a good time to do it due to the level and skill changes, and the many changes in recent patches such as the more modularized construction system, and combat difficulty changes. We never take wipes lightly, but this is a good opportunity for players to get a fresh start with a level playing field.
You can now create Cryo Grenade Launchers with a 14+ Ranged skill.
You can now create Drosera Salad with a Subsistence skill of 15. This new food item is the most powerful currently in game, though it requires a Drosera Petal as one of its ingredients. It has a high regeneration value.
Health Stims are now created in sets of 3.
Added increased crafting times for armor and melee weapons.
Replaced the cloth pouch/backpacks. They are all now leather using and match up close to the armor made in textiles around their level.
Backpacks now require a crafting station to make.
Removed Iron from any early level recipe. Was only a few spots, it was swapped out for Calibrite.
The Textiles line now supports a wide variety of new recipes. This includes all-new Helltyr-hide, Jabberbull-hide, Kaavo-hide, Tralus-hide, and Phosphori Infused armor sets.
Skills now have a level restriction. You are restricted to 4 points per skill until level 10, then 7 until 30, 10 until 50, and 13 until 65.
You can now create Phosphori Rifles with a Ranged weapon skill of 15.
Recipes will now give out experience based on their skill level and modifier. Higher level recipes should give more experience as a result. Batching does get a modifier for the batch size, but it is scaled down as you increase the batch size.
Added 9 new Refined weapon recipes to the Ranged skill. These are new tiers of weapons.
Reduced the craft queue count and significantly reduced the speed bonus on Improved and Advanced Crafting Structures.
Added two new recipes to the Refining skill which are used in the creation of Refined weapons and armor.
Introduced 6 new Refined weapon recipes to the Melee skill.
There are now 3 genetic engineering stations like other "crafting" stations.
Setlang Jerky recipe is now obtained before the Jabberbull Jerky recipe.
Players with a Subsistence skill of 13 or higher can now create Energy Supplements.
Crafting Stations now in the 10+ level now require Refined Steel instead of Iron+Calibrite.
Genetic Pets now have a critical chance to produce 2 whistles instead of 1.
You can now cook Setlang Meat even with an untrained Subsistence skill.
As part of the skill cap increase we have adjusted the skill requirements on many recipes. During this process we have also made some adjustments so players will receive certain components earlier than was previously the case in relation to other recipes to improve the skill progression. The curve here should be similar to before in early levels, but at higher levels things are spaced a bit more than was previously the case.
You can now create Baked Vulture Legs with a Subsistence skill of 10. These last longer than Tangy Rhinoc Steaks, but are a bit less filling.
You can now create Advanced Medical Scanners (as well as a new critical variation) with an Electronics skill of 15.
Reset the recent server list as there are going to be some changes with the patch.
There is now a message if you lack the skill points when trying to increase the skill.
Added numerous new hide icons, both for existing and for new hides.
Ranged weapons with AOE damage (shotguns, shockguns, flamethrowers, phosphori rifle) now show their AOE damage.
If you are at max level it will now display N/A as the experience required on the Character Sheet, so as not to confuse players.
Rest Stations will no longer appear as Reclining Beds in tooltips or target displays.
Kaavo Hounds had the wrong names assigned to them. Flipped them.
Now when playing in single player mode, if you quit while on top of a housing structure, when you restart the game you will still be on top of the structure, instead of below on the ground (and possibly stuck).
Fixed the misspelling in Hieroglyph.
It will no longer consume Ancient or Alien Artifacts if you attempt to use them when already at max level. It will instead warn you that you must be below max level to use these experience raising items.
Fixed the issue with extracting resources online. If you are getting the hand/outline you should now properly extract the resource
Fixed an issue which was giving credit for PvP kills in situations where it should not have.
Fixed an issue with housing items where it was possible to have 2 or more platform modules overlapping and floating in space.
Added the proper meshes to Sturdy Cloth Boots (they were erroneously unset).
Updated Sturdy Rocharus Armor to use the right mesh.
Fixed a localized typo in the Sturdy Vulture Tunic name and description.
Removed the 3D HUD Option as players were often checking it not realizing what it was and then running into issues.
Fixed a number of gravity related issues in housing.
Fixed a bug which was allowing weapons to proc on players who had PvP immunity up.
Level achievements should properly work now. There was some instances where they would not trigger.
Mousing over the Textiles or Construction skill icons on the Character Sheet will now indicate that you are at max level if you have already maxed out. It was previously displaying a blank tooltip.
Fixed the starting level option in ruleset. It was not working properly before.
The 16.9.2 Patch introduced a few more gamepad adjustments, usability/polish features, new achievements, and introduced some more new housing features. The patch introduced a new module wood platform for finer control over platform placement and layout. It currently is using placeholder art, but was added for some feedback and improvement if needed. Some performance upgrades were made as well during placement to lessen framerate loss.
Melee animations should be a bit better with the "pain/impact" animations from being hit now blended properly. We improved and adjusted the blood effects for both getting hit as well as hitting targets. We added some camera shakes as well for added impact and cues. Those who do not like camera shakes or have other reasons to disable them can in the settings in the Game tab.
In addition, we added a few basic achievements to this patch. They are mostly kill achievements for killing different creatures in the game. There are 4 PvP achievements as well along with some simple reach level X achievements.
Finally, we made some adjustments to some of the plants that were reported as having issues targeting for extraction in the 16.9.1 Patch. Most of the non collision plants (ones you can run through) should be fixed up, if you find more please report them (using /location helps to find them quickly).
Added achievements for Calprates, Drosera, Helltyr, Jabberbul, Rhinoc, Rocharus, Mubark, and Phosphori kills.
Added a black and white version of the generic logo used as a fallback on achievements so it will remain grayed out until you obtain the achievements. Also made those achievements no longer hidden, they will simply be grayed out.
Improved the achievement descriptions of the three achievements earned through engagements.
You will now earn achievements when you acquire level 10, level 25, and level 50.
Added four new PvP oriented achievements.
Added Achievement tracking and awards for numerous species.
Added camera shake effects for melee impacts as well. There is a slight effect for harvesting when punching (trees) and using larger tools (rocks, trees, etc).
The melee impact animation is now blended and will play with the melee attack animation so it isn't constantly cutting one or the other out.
Your hands will now track vertically with a melee weapon or unarmed like it does with a ranged weapon.
Ranged weapons now have a slightly camera shake effect when firing. They are tied into the Camera shake slider in settings if you wish to disable them or make them less pronounced.
Improved intro music.
Added new ranged weapon sounds.
Added new bullet hit sound effects.
Corrected an issue with stereo spread effects when playing the local version of sounds.
Added damage effects when players are damaged by other players or NPCs.
Improved bleeding effects.
When adjusting or placing a housing item, if Snap is on, movement via the mousewheel can now still occur when the amount of movement exceeds the snap threshold.
Increased frame rate used when placing or moving housing items, for a smoother look.
Modified existing wood, stone, and iron bases (the original all-in-one platforms) so that ground contact checks during placement is now done at the location of each leg, instead of using a generic 4 corners + center check.
Reclining Beds have been renamed to Rest Stations.
Improved logic for determining if a housing structure needs to fall to the ground after its support has been moved or destroyed. Other structures touching to the side will no longer prevent others from falling.
Housing item placement now has a height restriction, equivalent to about 3 of the new modular platform supports. (30m).
Added new craftable wood platform modules that will eventually replace the current wood bases. These modules can be crafted using the Construction skill (levels 1-3). The new structures are : Small/Medium/Large Wood Platform, Small/Medium/Large Wood Ramp, Medium/Large Wood Supports. NOTE: The final art for these structures will be added in the next release. The current look is just a placeholder.
Items and Fittings
The Rest Station (formerly Reclining Bed) description has been improved to denote that it can be used as a respawn point.
Added a camera shake when you get hit by a npc.
Minor optimizations to NPC rendering code.
Player vs. Player
PvP kills are now tracked and used to earn new PvP achievements.
Crosshairs will now change when you can harvest a resource.
The get/use hand crosshair now has a gamepad alternative.
Fixed a slight clipping on dropdown boxes of their bottom border if they had values.
Gamepad button information will now be displayed on tip windows if you are actively using a gamepad.
Input boxes now support using a gamepad for Yes/No selection.
Equipment window now has more gamepad support including interacting with bags allowing moving of items back/forth (you can do this with shift+double click with a mouse to easily transfer) and can move the objects inside of the inventory as well.
Storage containers now work with the gamepad and the inventory window. They work similar to backpack/bags with transfering back/forth and switching between.
Added a Slider for Adjusting Camera Shakes to the Game Tab in Settings. You can reduce the shake effect or turn it down to 0% to completely disable it for those who do not like them or have issues with them.
Crafting Stations now have gamepad support including quantity, pause, stop, and inventory control.
You can now hold the LB button on your gamepad to pop up a selection wheel that you can use to navigate through GUIs.
Vehicles and Mounts
Adjusted the physics of Armored Vehicle tires to tweak their mass, width, and improve traction.
Adjusted the camera when driving an Armored Vehicle to correct issues of the camera clipping inside of tank geometry in first person.
Fixed collision response for the Lesapen plant so it was easier to target.
Added some checks to housing placement to prevent placing structures underground where they can not be retrieved later.
Fixed an issue during housing placement, where harvested resources could cause the ground contact verification to fail when it shouldn't.
Corrected audio ducking issues.
Fixed a stat related issue on some Supply Crate items.
Fixed a bug which could prevent you from respawning at certain bed locations due to proximity.
Fixed an occlusion related bug on NPCs.
Fixed an issue with crafting stations and an issue with items requiring more than 1 slot (such as 3x calibrite knife). The 2nd slot and onward would not be setup properly and would cause issues. This most likely fixed a few other issues as well with overflowing items missing some values.
Single slot items (such as knives) now will properly return the maximum quantity able to be produced based in the inventory size of the crafting station. Over 10 there was a bug and would report 30 when it couldn't clearly do that.
Adjusted the collision on the "purple fern" to make it a bit easier to target.
Fixed the decay timer not starting initially on a new item.
Made some adjustments to the map so the map marker mouse overs would work properly.
Cosmetic fix to initial status message in housing placement dialog.
Fixed some floating Firestrand Plants near the Setlang Infestation engagement.
We are happy to announce the new patch is now live. We upgrade Unreal Engine to a newer version so it added quite a bit of extra time to the release of this patch as we ran into numerous issues that needed to be fixed as a result. We also started on implementation of playing the game with a gamepad and the support is now improved, but still not finished (it should be over the next few patches).
Beyond the engine update we added a variety of smaller changes and a handful of bug fixes to this build. There is now a foliage density slider in the video options so you can decease it to get extra FPS. More work went into the foliage removal system and it is working much better than before so hopefully you will not see foliage that is present on the client, but not on the server or other issues. We also are now keeping track of how many "hits" a resource has left so it is less under RNG chance now so you should get a more even "random" number of hits now.
Some NPC changes including fixing the vulture movement animation and the new "artifacts" that are rare drops. To make it easier to run away there is now a new sprint toggle command to toggle on/off sprinting instead of holding it down to sprint.
Batching received a few minor changes, most noticeable is adjustments in speed for smaller batches to remove the "penalty" for batching. The interface for refreshing recipes in both systems also received an update to make it load in a way that it won't lock up for a short period of time and a new grouping collapsible menu was added for recipes to make it easier to navigate through once you have a lot of recipes.
On top of that some other interface changes were put in to improve character creation, melee weapons now show their condition in the ammo slot when equipped, updated the inventory graphic slot icons, put in condition % on the icons for armor and weapons, and as mentioned added some initial improved gamepad support including when first starting the game (main menu and server selection) as well as some initial support to the equipment window, crafting, and crafting station window.
We should be back to releasing patching at a more regular interval after this one, but wanted to make sure most of the issues we discovered with the engine upgrade were fixed before we released it.
(Thanks to OVMISE for posting the picture)
Improved vulture movement animation blending.
Vulture Legs have a new icon.
Eye shaders have been improved.
There is now a Foliage Density slider in the Video Options. You can use this slider to reduce the density of grass which is drawn. This does not affect harvestable resources, only grass and foliage.
Added a new outliner for highlighted objects. It should look a bit better for most things as it only should outline when visible. It also glows a bit as well.
Player skin shaders now support improved subsurface scattering and lighting effects.
Improved the texture resolution on the large trees.
Impact effects on Robots should now have the appearance of striking metal.
Items and Fittings
Torches will now extinguish themselves if you try to swim with them equipped. This will destroy the torch.
You can now only store 1 torch per slot, bringing them in line with other tools.
Introduced a couple of new artifact items as mob drops. These items have special uses but are very rare. One of these for example is a new type of artifact that can be traded to other players and which grants an instant experience boost when studied.
You now have 30 seconds to select a respawn point after death before it auto-selects a spawn point for you. This is an increase from what was previously 15 seconds.
We've upgraded to Unreal Engine 4.12.5.
All NPCs now support positional damage. Meaning head and limb shots are now accounted for on all species. It should be noted that since Robots do not house their brains inside of their head that head shots do no additional damage to robots.
Increased pet regeneration rates.
Decreased the size and melee radius of Rhinoc pets.
Introduced a new hybrid pet species which is currently the top pets in the game. Ferocious Rhinoc Hybrid pets are difficult to create, requiring a Drosera Petal.
Player vs. Player
Increased the damage done to structures from siege weapons. This affects vehicle weapons, rockets, grenades, and mini-explosives.
Modified the underlying structure for harvestable resources, making it possible to retain a counter of hits left for each resource that has had at least one harvest action applied to it. The number of hits available for each resource is partially random, but not to the same extent as before. The size of the resource will also influence the total hits available, so that giant trees will take longer to deplete than small rocks.
Skills and Abilities
You can now create Ferocious Rhinoc Hybrid pets with a Subsistence skill of 10. They require Genetic Engineering stations.
Batches of 5 or less now have no speed penalty compared to doing it by hand. Batches of more than 5 suffer a penalty still, but it was greatly cut down from the previous penalty.
Reduced the ingredient requirements of siege ammunition. This means it should now be cheaper to produce Rockets, Grenades, and Mini-Explosives.
Experience is now granted when using batched crafting.
The gamepad Start button will now substitute as the Escape key, allowing you to open up the in-game menu by default, or to perform other cancelling actions.
Previously used servers should now pop up immediately once the server list is pulled down instead of popping in once the ping is returned.
Updated the look of the inventory slots and made a minor adjustment to the equipment slots.
You can now use a gamepad to control the in-game/system menu. This is rebindable.
Double clicking/interacting with a bag will now toggle the window open/closed. Before it would just open it.
Punching a resource you cannot harvest will now inform you to use the appropriate tool.
Crafting Stations and the basic Crafting window now update their recipes in a way that it won't freeze up if there are a lot of recipes.
Added controller support to respawn map. Can use triggers to zoom in/out and move around the map to select a spot to respawn using d-pad or the left analog stick.
Added gamepad support to the recipe window and mapped opening it to the left shoulder button.
Character Creation UI now supports gamepads (pending text input).
Pressing the "B" button on the gamepad when the UI is up will close active windows.
Added gamepad help for the crafting window if using a gamepad. It will appear at the bottom of the window. If you are not using a gamepad you shouldn't see it.
Equipment Window now has a tip section for gamepad usage. Also added the ability to drop an item. The 1st inv slot will now be active when opening the inventory via the gamepad.
Cleaned up the equipment window some removing extra space in the window and adjusted the graphics so they were not stretched.
Improved camera movement in character creation so it was much more smoother across the board.
Weapons and armor will now display a condition % in the bottom right hand corner of their icon.
Added a sprint toggle. It is currently mapped to the \ on the numpad and pushing down on the left analog stick on the gamepad. This will continue to sprint until you run out of stamina or you push the button again to disable sprint.
Improved and fixed a few ID issues with the hotbar so it will better pick the item you dragged to it originally in case you have multiple items of the same type (mostly for weapons).
There is now a 30 second delay between your last gamepad input use and the timer which resets the help system to display gamepad input keys in windows. This makes it easier to use keyboard shortcuts while playing with a gamepad.
You can now use the gamepad on confirmation dialogs. The bottom button will accept and the right button will decline.
Tools and Melee Weapons will now show their condition in the ammo section when equipped so you can easily tell how much durability it has left.
Adjusted the pickaxe graphics so they wouldn't be as distorted looking.
Confirmation and Input dialogs now supports displaying gamepad help information which will only display if you are using a gamepad.
Added gamepad support to the map marker input manager.
Added support for a gamepad at the main menu of the game.
Pressing the bottom button on gamepads can now be used to close a tip and select to not display it again. You can use the right button to close but display it again.
Server list menu now works with a gamepad. Filters can be toggled with the bumper and trigger buttons. Refresh and back are also supported as well as toggling the official/player server drop down.
Crafting Stations (Batching) and the basic Crafting windows now group recipes into skill menus that can be collapsed and expanded making for easier usage.
The gamepad Select button will now open the Options Window. This is rebindable.
All the asian servers are now filtered in/out on the Asia checkbox in the server list.
Vehicles and Mounts
Made adjustments to Armored Vehicle traction.
Fixed a variety of Navmesh related issues in the desert region.
Resolved an issue which was preventing impact effects from being displayed when punching NPCs with your bare hands.
Fixed the crafting window's filter not being reset when the window is reloaded (if you had it set to Melee and reloaded the window it will still be showing melee).
Fixed a bug where harvesting in online mode resulted in 2 harvests per strike, instead of 1 per.
Removed the extra space in the use a tool message.
Improved synchronization of harvestable resources between the server and clients, so that depleted resources are properly hidden when first joining a server, and resources blocked by housing structures continue to be blocked and hidden.
Corrected an issue with bleeding effects online.
Corrected snap locations for steel walls so they will stil snap together correctly when one panel is reversed 180 degrees from another.
Fixed a bug which could cause Rhinoc pets to flip oddly after being killed.
Fixed the stretching issue on the female Firestrand Boots.
If you are no longer hungry or thirsty after consuming a food or drink item it will notify you of that fact. This feature was added in a previous patch but a bug was preventing it from displaying properly.
Fixed a missing entry in the NPC datatables which was causing a server side error and incorrect stats on a type of Rhinoc.
Fixed an issue with the outline on mostly tree models that would cause the outline model to disappear.
Adjusted the method used when respawning at a bed, to hopefully prevent the issue where players needed to jump after teleporting. This did not affect all players, and will require testing as we weren't able to duplicate it. So this is a potential fix, please let us know if it helped if you were being affected by this previously.
Fixed issue where the purple fern outline would grow and shrink.
Fixed a typo in the Advanced Mortar and Pestle description.
Fixed a bug which was causing it to spark when punching some objects unarmed.
Fixed a typo in the Batch Critical Success message.
Altered the Basic Crafting Station description to make things less confusing.
Corrected some audio ducking issues with environment sounds.
Fixed a bug where sometimes you could not move a structure being placed, when the snap option was active.
Some variations of Vulture and Setlang were not showing blood splatters when damaged, this has been fixed.
The 16.7.3 patch introduces batch crafting to the crafting stations available in Fragmented. Before you had to stand near a station to be able to use certain recipes. This functionality still exists (and please note is required still for campfires, they do not use this new functionality), but all other stations now have their own UI for crafting.
When interacting with the stations you can put anywhere from 2-6 recipes into the station and return to the station (or wait if you want) to get the results. Mortar and Pestles, Industrial Stations, Crafting Stations, Forges, and Stoves now have 3 stations qualities (Basic, "Regular", and Advanced). The "Regular" stations are the original ones (such as Crafting Station) and most have been moved up a few points in requirements (see the notes below for a full breakdown). The Basic stations (besides the Basic Mortar and Pestle as it kept its previous requirement) have no requirements, but the regular and advanced one will require at least a Basic Industrial Station to craft. The Genetic Station and Compost Bin stayed as a "regular" station for the time being as they are higher end stations.
As mentioned there are 3 qualities of stations. Each increase in quality increases the queue slots in the station (2 to 4 to 6). Increases the crafting time (1 to 2 to 3) and also increases the number of storage slots (8, to 14, to 20).
We have a few smaller changes included in the notes below. We are working on some larger scale projects for the next patch or two and some work went into that during this patch cycle as well. We should have more information available on that soon once we figure out the timeline when they will introduced.
Modified the housing placement collision message to include the name of the object causing the collision.
Items and Fittings
Speed enhancements will now cancel any previously active movement speed penalties and have had the self damaging component on them removed.
Improved the description for Lesapen Seeds, so it is easier to identify how to keep their carbon/nitrogen/water levels.
Picks now take up 1x2 slots, rather than 2x2, making them the same size as axes.
Vultures are somewhat more common than was previously the case. They are still less common than setlang, however.
Calprates Chargers can now be found in more areas.
Decreased the spawn rate of some of the more common rare NPCs.
Crafting stations have been improved to support batch crafting. They now have their own storage that can be used to store crafting materials and the results of the crafting from the stations. You choose a recipe much like you would from the crafting window and then you choose the quantity. Once submitted you can walk away from the crafting station and return to it later to pickup your results. Stations also have a speed and queue length variable as higher end stations will craft larger batches quicker and support adding more batches to the queue.
Players with 8+ Subsistence skill can now create Fruit Punch. This is the most effective drink in the game currently, but it does expire somewhat more quickly than other drinks.
Reduced the Refining skill required to create Rubber from 7 to 5. This is intended to make it easier for solo players to create reclining beds at an earlier stage in their character's development.
Gypsum is now required as a component in the Water Tower and Silo recipes.
Added new Basic and Advanced Crafting Stations. They require 4 and 10 points in Electronics respectively. The basic is your entry level batch unit. The advanced unit is faster and has more queue slots and storage slots.
Crafting Stations can now be used to batch any recipe that doesn't require a specific crafting station.
We are now able to do more fine tuning on the amount of experience rewarded from crafting recipes. Previously it was automatically adjusting based on recipe level, but now it can be customized per recipe. This allows us to give higher weighting to recipes with uncommon or rare components. In general crafting experience gain rate was increased by a small amount.
Usage Note: Campfires are not crafting stations. They work like before (have to be near to use them).
Added Basic and Advanced Industrial Stations at 4 and 10 points in Electronics. The "Standard" Industrial Station is now at 7.
Added Basic and Advanced Forges at 4 and 10 points in Construction. The standard Forge is now at 7.
Added Basic and Advanced Stoves at 3 and 9 points in Construction. The standard Stove is now at 6.
Added Basic and Advanced Mortar and Pestle at 2 and 9 points in Subsistence. The standard Mortar and Pestle is now at 6.
Genetically Engineered Lurkers can now be crafted with a 9 Subsistence skill, rather than 10.
Inventory Window and Crafting window received a slight visual change to break up the window up visually.
Loot and harvest messages will no longer appear in or pop up the chat window. They will instead be displayed in the larger text based event messages only.
The housing placement collision status should now properly update, as players or mobs move in or out of the proposed location for the item.
The Gypsum description should now be more accurate.
Reunited a small fire on the ground with the escape pod that caused it.
Since hunger and thirst aren't actually "restored" (e.g. increased) when eating/drinking, the health, hunger, and thirst messages were changed to the following: "Hunger (or Thirst) Reduced". "Health and Hunger (or Thirst) Improved". "Health Improved"
Fixed an issue which could prevent achievements from being earned.
The next patch introduces even more housing improvements included snapping for bases and certain other objects (wood fences, walls, gates, force fields, and force gates). This should provide more ease of use and more UI/UX changes were made to give finer control over the process. See the notes below for the full details.
Along with the new housing adjustments, armored vehicles received another pass to fix issues that were reported after the 16.7.1 patch was released. They should now be a bit easier to move around and other bugs were fixed.
We also fixed a variety of issues with dropped bags and bags found in corpse containers. You should be able to trade/exchange bags a bit easier now.
Armored Vehicles now feature new sound effects.
Bases now have the ability to snap to each other. Bases have a larger threshold for snapping (500 cm away as opposed to 100cm for walls), and will adjust the item's rotation if needed.
Added options for modifying the movement and rotation rate while placing/moving a housing item. (e.g. when using the mouse wheel to move or rotate).
Housing items now have either the "Move xxx" or "Adjust Location" option in their secondary use menu, but not both. The dialogs used for both are identical, except the "Adjust Location" does not include the "Attach to Crosshairs" option for moving the item. This is also the same dialog used for placing new housing items. The title of the dialog will indicate which action is occurring (Place, Move, or Adjust).
Introduced a new UI to accompany Housing Item placement, along with the same Axis Gizmo recently added to the housing "Adjust Location" feature. With the new UI and gizmo, you will have finer control of item placement, as well as the ability to move your character around the item to be placed, to get a better view, before committing.
Modified the housing item axis gizmo, used during placement and moving of items, to show the rotation point more clearly.
Fences and walls can now be sunk slightly further into the ground than before.
Added an "Enable Snap" option to the Housing Placement dialog. The option will be available when placing or moving items that have snap points defined. At this time, the only items that are snappable are the wood fence, wood/stone/steel walls. wood/stone gates, force field, and force gate.
Added a "Minimize Dialog" check box to bottom of "Place Housing Item" dialog. When checked, the dialog will collapse to very small, to free up some screen space while placing an item. The minimization status will be remembered within the same game session.
Items and Fittings
Attempting to view a bag in a corpse will now give you a message telling you to loot it first (which will now work properly after being fixed).
Corrected an issue with containers (e.g. crates) that was causing a server slow down when validating their position in the world.
Reduced pet regeneration rates as they were not taking into account if the pet was in or out of combat and giving full regeneration at all times.
Rocharus Pet damage, armor, and health should now scale up appropriately. There was an issue with their data previously.
Introduced new Setlang-Mubark Hybrid pets. These hybrid setlangs are the toughest pets in game to date, and feature a special ability which can stun opponents.
You can now create Setlang-Mubark Hybrid pets with a Genetic Engineering skill of 10.
Reversed the placement of the Options and Quit buttons on the Main Menu.
Vehicles and Mounts
Vehicle keys can now be dropped on the ground and picked up by other players, similar to other items.
Passengers will no longer be displayed as sitting on the top of Armored Vehicles. Their mesh will be hidden as they are now inside of the tank.
Made a number of adjustments the movement of Armored Vehicles. They now have a higher maximum speed, and more traction.
Armored Vehicles should find it easier to move up ramps.
Altered the Hammer Stone description so it is easier to understand what it is used for.
Bags looted from a corpse now will properly work after being looted (before a relog would fix). This is using either of the loot buttons or dragging/dropping item.
Housing Structure Save is now created if found to be missing. This is to fix an issue with some clients that seem to get stuck loading into single player if the save is missing.
Fixed a bug which caused Armored Vehicles to levitate slightly.
Fixed a bug which could cause the front side passenger seat to indicate that it had no passenger when it actually did.
Fixed a bug that could cause Vulture pets to not remember their guild status in some cases after a relog.
Fixed an issue where you would drop a bag and the other player would have to relog to be able to see/use it.
There are 2 major features introduced in this patch.
The 1st feature is the initial implementation of weapons for vehicles. This can be seen on the new armored vehicles. This is a first pass implementation, and may add the ability to rotate your cannon or have it controlled by one of the passenger slots in the future. Armored Vehicles currently do not use ammo, but fire slowly (once per 8 seconds). We will likely add an ammunition resource in the future.
The 2nd feature is the introduction of a new ruleset GUI. If you use the /ruleset command or click on the new Ruleset button from the GUI you will find the ruleset now has a GUI that you can interact with. This will make it much easier to change all the configuration values if you are playing on your own server or if playing single player. If you are playing on a server that you do not have GM access to you can see the values, but not change them. Changes made are live and will be saved as well for any future play sessions.
Rounding out the patch we also introduced a new Beam SMG weapon that has a faster fire rate, but does less damage than a Beam Rifle.
Vultures now have unique sound effects.
When weapons are fired into the water it will now create splashes.
Adjusted or added the physical material settings of 18 different weapons or tools to allow them to react differently visually when damaged.
Items and Fittings
Introduced new Beam SMG weapons. The role of these weapons is somewhere between a Beam Rifle and a Chain Gun. They have a faster rate of fire and DPS than beam rifles, but a shorter range and less damage per shot. They have increased range in comparison to a chain gun, but use Beam Cartridges rather than slug Ammunition.
Siege weapons (Rocket Launchers, Grenade Launchers, and Mini-Explosive Launchers) received roughly a 10% boost to their damage.
Added some new phrases to the profanity filter.
Steel knives can now be used to obtain seeds from Herbal Flowers.
It now requires 8 Ranged skill to acquire the Chain Gun recipe. This is one higher than was previously the case for balance purposes.
Armored Vehicles can now be created with an Electronics skill of 10.
Beam SMGs can now be crafted with a Ranged skill of 7 or higher.
You can now grow Herbal Flowers from seed. This plant requires little carbon or nitrogen, but a lot of water and takes longer to grow than most other plants.
There is now a ruleset button in the escape menu for easier access.
If you type /ruleset you will now get a Configuration Window that shows the current configuration values for the server. If you are playing single player or a GM on the server you can change the values and save them back to the server. Once saved the values will be changed on the server and then be used anytime the game is loaded after that.
Vehicles and Mounts
Vehicles can now have weapons. This can be seen on the new armored vehicles. This is a first pass implementation, and may add the ability to rotate your cannon or have it controlled by one of the passenger slots in the future. Armored Vehicles currently do not use ammo, but fire slowly (once per 8 seconds). We will likely add an ammunition resource in the future.
Armored Vehicles have been introduced. These require more resources to create than the Off Road Vehicles, and are significantly slower in both their movement and control. They can take more damage however, and have a slow firing cannon that can be used while driving.
Updated some of the filtered phrases in the profanity filter to remove some incorrectly flagged bits of text. Please let us know if you run into any more.
Altered the grammar used when items are ready to break so that it can be written properly in all cases.
Traps should no longer deal damage to pets owned by the trap owner.
The Vulture Whistle item description no longer erroneously claims to summon a Setlang.
Potentially fixed an issue which could cause more charges to be consumed from tools than was intended.
Fixed an issue which was preventing seeded Lesapen Fruit from maturing properly.