We appreciate your patience as we completed the transition between seasons! We are excited to announce that Season 6 is now available and patch 1.1 is now available to download!
With the release of Season 6, there have been massive changes to the way base raiding and looting works. All weapons now have a specific weapon level assign which will determine the damage output for each gun. The higher the weapon level, the more base damage it is capable of doing! For raiding, we have also introduced a stability system to allow for easier raiding along with other balancing.
There's so much to talk about, for this season and we have a ton more to come. Be sure to check out the patch notes below for all of the changes that have been made for the start of the new season.
For Season 6, please be sure that if you encounter any bugs that they are immediately reported to staff via the following link - https://forms.gle/zNQ8VhjH7LvvaMt17. For all bug reports, please ensure you are providing video, screenshots, and steps to reproduce the bug so that our team can quickly reproduce and fix it. Do not spread information regarding bugs you encounter as we want to fix any bugs that might be abused to ensure that everyone is playing fair.
As always, thank you for your support and feel free to reach out to our team via our official discord at https://discord.gg/xera.
Welcome to XERA: Survival Season 6!
Patch 1.1 Patch Notes
General
AFK Timer added to kick players from server for inactivity after 5 minutes Respawn timer fixed for groups with more than 4 players
Player Respawn System
Nearby spawns will now check if a player is within 100m of that spawn location and will find the next nearest spawn point if that player is not in your clan Spawn protection will now clear when entering a vehicle Spawn protection will now clear when an item is picked up off the ground
Audio
Helicopter audio can now be controlled from the “Vehicle Volume” setting
NOTE: Please be careful leaving this volume too low, as it does also control ATVs/Buggies volume
Weapons & Equipment
XOID Core damage multiplier increased to 3x XOID Body damage multiplier increased to 1.75x Player Headshot damage multiplier decreased to 4.5x EMP Grenade now disables turrets for 45 seconds (was 15) Xoidite Explosive damage increased to 500 HP (was 300 HP)
Vehicles
Fixed buggy health bar not decreasing correctly between 200 HP and 300 HP Fixed an issue that allowed vehicles to drive without using gas and playing audio when refueled
Map
Fixed some Xoid Spawns at Whitestone Airfield Increased the amount of Xoids that spawn at Whitestone Airfield Added 100+ new spawn points throughout the map and adjusted a few existing spawn points Fixed collision on Police Department roof
Survivor Exchange
Added tooltip hover to items on the survivor exchange Weapons in the Survivor Exchange now indicate the weapon’s rarity and level
Base building
Adjusted collisions on perimeter walls to prevent camera clipping Turrets have been restricted to 8 turrets allowed per land claim area. Some objects of the same type can no longer be placed together (ex. Camp fires, turrets, workbenches have a distance between each object requirement) Land claim owners can now pick up objects with containers (Storage Boxes, Turrets, etc) placed by other players Roofs can now only be placed on the top of walls Perimeter walls/gates can now only be placed on terrain Sandbag Barrier snapping has been improved to allow proper rotation and placement Sandbag Barriers can now be repaired Turrets now take more damage from bullets Turrets will now shoot vehicles if it blocks line of sight to an enemy player Punji Sticks will no longer cause damage to other players on PVE servers Fishing stations can only be placed in land claims Fishing stations per claim limit added (5) Fishing stations place limit per player removed Animal trap per claim limit added (5) Animal trap place limit per player removed Fixed an issue that allowed foundations to be placed under the map Fixed an issue with perimeter walls being able to be placed inside foundations Fixed an issue with walls being able to be placed in the middle of foundations and stairs Fixed an issue that displayed upgrade option on objects that are not upgradable Fixed an issue with turrets staying stuck to a dead target Players that are not members of a land claim owner’s clan no longer have the ability to remove base objects. Players that are in an in game group still have build permissions but can no longer remove base objects. Base stability has been added.
User Interfaces
Global Stash on main menu now shows rarity and durability when hovering over an item Weapon damage now indicates the amount of damage output based on the weapon’s rarity/level and current durability. Note: Suppressors reduce damage output by 5%, however this is not factored into the damage output displayed on the UI at this time. Weapons rarity is now indicated by color on the main UI (Gray - Common, Green - Uncommon, Blue - Rare, Purple - Epic, Gold - Legendary) Trade UI now indicates updated weapon stats and weapon rarity/level Helicopter transporter location text changed to uppercase to be uniform with other UIs Repair menu in workbench will now show the repaired item next to it with 100% stats on the tooltip when hovering over the item Fixed an issue with repair UI changing item slots
Global Stash/Survivor Exchange
Items that produce plastic when broken down can no longer be placed in the global stash or sold on the Survivor Exchange (this was done to prevent players from transferring C4 materials between servers) Duct tape can no longer be placed in the global stash or sold on the Survivor Exchange Fixed a bug that allowed players to exceed global stash weight limits
Vendor
Vendor rotations updated and prices adjusted for most items Weapons purchased from the vendor will always be level 10 (common)
Items
Changed branch from melee to regular item Loot tables have been updated for Season 6 with spawn rate adjustments and location changes for some items. Added Improvised Stone Hammer Added Improvised Stone Axe Added Improvised Stone Pickaxe Updated and added descriptions of some items
Crafting
Wood Plank recipe now gives 3 planks per log Added Stone Hammer recipe Added Stone Axe recipe Added Stone Pickaxe recipe
Helicopter Crash
Items that spawn from Helicopter Crash events have a higher chance to spawn higher level weapons.
Crater Lab
Increased spawn points of higher tiered items inside the lab on level 2 Weapon spawns inside the lab on level 2 will have a higher chance to spawn higher level weapons.
Supply Drops
Increased chance for Common/Uncommon/Rare tier drops to spawn Decreased chance for Very Common tier drops to spawn Increased number of Very Common tier drops to 4 (was 2) Increased number of Common tier drops to 3 (was 2) Increased number of Uncommon tier drops to 5 (was 4) Increased number of Rare tier drops to 7 (was 5) Increased number of Very Rare tier drops to 5 (was 3) Increased number of Ultra Rare tier drops to 4 (was 2)
Missions System
Revised rewards for most missions. Added new rewards to the missions system. Reduced the number of snipers available from the missions system based on community feedback. Re-balanced the progression of missions to assist new players in learning the game Updated text on some missions to assist new players with learning how to complete certain objectives.
Season Pass
Added new Season Pass for Season 6 with all new assortment of items to earn throughout the season. Removed Season 5 Season Pass. Items that could be earned on the free version of the Season 5 pass can now be sold on the steam market.
Weapon Skins
Removed Season 5 Premium Skin Crates from the in game shop Added Season 6 Premium Skin Crates to the in game shop Added Season 6 Weapon Skin crates that can be earned via the Missions System throughout the season. There are a total of 21 new weapon skins that can be earned from the crates. Added preview section to the Premium Skin Crate shop showing the skins that can be unboxed from the current season’s skin crate.
There are four species including the Crownfish (grazing fish), Barratuna (predatory fish), Buffalope (grazing land mammal), and Liger (predatory land mammal).
The first three species are fictional but Ligers are actually real.
Ecology
Plants provide food for the herbivores.
Carnivores eat the herbivores.
An abundance of food can cause a population boom. Overpopulation can result in starvation and mass dieoffs.
DNA and evolution
Every animal has a “genome” (a list of 7 properties including size, speed, and color).
All automatically-spawned animals (the ones that appear around the edges of the map) have a default genome. Animals born from sexual reproduction inherit the genes of their parents along with random changes (mutations).
Certain genome values (like size and mate frequency) affect the ability of the animal to survive and to pass on its genes. This allows for a simple representation of natural selection to take place. For example, a fish might be born smaller and faster than its relatives and then survive to create a new population of fish that are better suited to their environment.
Animal color is purely cosmetic. It is passed on genetically but it doesn’t affect the animal’s ability to survive. It’s just an indicator to help the player visualize genetic changes in a population.
Human-animal interaction
Animals generally avoid humans, the one exception being starving carnivores (who will hunt humans and even cannibalize their own species).
Humans don’t actively hunt animals. They will attack any animal they randomly come across and Gatherers will harvest the meat if they kill it, but this doesn’t happen too often since animals run from them.
Animals are better optimized for game speed than humans are.
There is a new tab on the main menu devoted to animals. You can change settings like spawn rate and mutation chance as well as spawn animals with a custom genome.
The wait is finally over. After nearly 4 years in development, I am happy to announce Warlord: Britannia is now publicly available on Steam!
You all have your orders, and know what must be done. Set forth and conquer, Britannia awaits! The Emperor expects great things from you all, and is awaiting news of your invasion.
I extend my sincere thanks to those who helped Beta test the game, and all of the new people joining the community to offer help and suggestions. You all have made this a wonderful experience, and I look forward to the future of this game with your input!
Technically, this is Update 0, or Version 1.0. Going forward, I will use whole numbers to indicate major updates, and decimals to designate minor ones (fixes and balances). See below for the launch build update log.
Museum mode item descriptions added
Museum mode now includes a Steam achievement
Increased legionary formation marching speed
Updated help menu, fixed formatting
Fixed formation wobble, maybe
Lowered player sword volume slightly
Added info to “Cannot Recruit” messages
Fixed re-optioning settlement bug
Convoys will no longer spawn at settlements while the player is visiting
Convoys will now spawn from captured settlements if the unrest is high enough
Increased civilian spawns slightly
Smoothed out unit attack animation transitions
Added “Dug in” feature. Large settlements may opt to entirely hold out inside their walls
Some units in larger settlements will hold out inside as opposed to sallying forth
Adjusted rain effect speed
Fixed cursor not returning from escape menu to settlement options menu
Increased daily unrest decay very slightly
Decreased unrest penalty for enslavement and taxation slightly
Especially for fans of might, the [Muscle Victor] Pack is now on sale! This DLC pack not includes the limited Muscle Victor robot, titles, parts and other various goodies, and is not to be missed by fans of Victor!
It's been a very quiet time here in the kingdom, and I wanted to explain what's going on right now.
Short of it, it had been over one real week since I've started attempting to have the build of my game go live on the Steam Store Page. Around the middle of May, there was a bit of back-and-forth between me and Steam's representatives. Nothing too overwhelming, just asking about one or two particular features, and I provided instruction on how to see what I was talking about. Then, things on their end went quiet.
After waiting one real week, I gave a friendly nudge on May 23, and a response came in the next day on the 24th. Short of it, they told me to just keep being patient. And I replied that I shall, albeit while also keeping communication ongoing on my end, particularly for the single-digit audience who has shown genuine interest with my prospective project right here.
I also promised to myself that, to ensure Steam and myself would be on the same page, that there would be no further changes to game development until either my game goes live, or the effort proves futile. Because everything has been on ice from all this waiting, that is why this particular entry does not count as a "Dev Diary". It is also an example for one of those circumstances which can make productivity slower.
Other than that, I will be doing everything I can to keep the spirit of awesomeness alive on my end.
In addition, the store page should have links to Youtube and my ALL-NSFW Discord server, plus when I get done making this news update live, I'll be trying to add Twitter to that as well, so you can see some of my more controversial opinions about world events, as well as my perusing of cute cartoon characters, all in addition to the Abridged Dev Diary that comes out (ideally) every weekend. I'm afraid that for now, it's a package deal, so you get either all of that or none - depending on whether or not you choose to follow me there. Maybe I'll devise a separate "official" Twitter account from a "personal" one if this builds momentum, but for now, that's how it's going to be.
Through whichever channel you prefer, you are enthusiastically encouraged and invited to write or speak to me!
If the cover image seems a bit weird, or stretched, that's because my scale of drawing does not always account for the extremely precise and specific dimension requirements for formatting on Steam. And part of that is me just learning how things work. Here's hoping that will improve some in the future. If not, we'll figure out how to make the best of it.
As far as the personal sphere goes, I do operate in Maryland, USA, so if you somehow notice that this post goes out at weird hours, you can dispel your odd conspiracy theories of me being overseas; right now I'm simply nocturnal, and it's almost midnight my time while writing this. Transparency is key!
Changes: - Players will lose 10 purchased population upon each death, instead of resetting back to 0. - Removed gaining leadership exp every minute as exp should be gained when the player does something. - Purchasing maximum pop costs increased from multiples of 5m to a "cap" of 2 billion when at 30 purchased population. Players already above 30 pop cap might experience issues.