Worlds Adrift - Bossa Julia


Worlds Adrift is by far one of the most unique games out there in many ways... But it’s what’s underneath that counts, right?

No joke. The tech under the skin of this game is INCREDIBLE.

Ā 

This Wednesday we will be doing a LIVE Q&A with our CTO Sylvain!

@ 5 PM BST (6PM CEST, 12 PM EDT, 9 AM PDT)

šŸ‘‡šŸ‘‡šŸ‘‡

http://twitch.tv/bossastudios

Ā 

We will be chatting about:
  • What makes the BEST bug report? And why?
  • What’s the difference between latency and lag?
  • How do these crazy servers communicate?
  • What kind of tools do the devs build to make their lives easier?
  • Wanna know why certain features are easier execute than others?

Got burning techy questions regarding Worlds Adrift development - ask them live on stream!

Ā 

Can’t make the stream/participate in chat? Ask in the comments below!


Worlds Adrift - Bossa Julia


Greetings Travellers,

What MAD WEEK, EH!?

We successfully kicked New Foundations out of the nest and our baby flew. It's been very busy in the studio and the busyness won't be subsiding anytime soon.

We are now concentrating on Update 28 which will include some bits that didn't make it into New Foundations along with some major performance fixes. This is due in a few weeks, so keep them bug reports and support tickets coming across the forums and support website.

Have you seen our spicy new trailers?Ā 

https://www.youtube.com/watch?v=Q5MPZsNSwTs

https://www.youtube.com/watch?v=_OQiI7YoBNg

Who's up for a Worlds Adrift animated series? I am.
Podcast
It's been mega-update week, and we realised how WRONG we were to hold back PVE and PVP for so long! We are back withĀ EPISODE 9Ā the Worlds Adrift podcast, hosted by Malford and Julia featuring the Legendary Luke!

Topics we discuss:
  • Update Fiasco
  • Stream
  • Our wrongness about PVE/PVP populations
  • Trailers
  • Performance
https://youtu.be/kFrvKpzv1Mg

Want us to answer your questions? Comment below and we will pick a few awesome ones to ask our next guest(s)!

We are now on iTunes and Spotify, so if you're enjoying the podcast give us a review to help us get heard!

Spotify:Ā Clicky HERE!

iTunes:Ā Clicky HERE!


Like us on Facebook:
http://www.facebook.com/worldsadrift/
Follow us on Twitter:
@WorldsAdrift

MosterĀ -Ā @fatt__mo
Malford -Ā @Malford_
Julia -Ā @lady_jeanette

Race Winners
Capulca

šŸ„‡ Fauzty & crew
🄈 Dokasha & crew
šŸ„‰ White FoXĀ & crew

Darat

šŸ„‡ Machine MakerĀ & crew
🄈 Kintey & crew
šŸ„‰ N/AĀ 

Dino

šŸ„‡ Profane & Tripp DinoĀ & crew
🄈 Desdymona & Korgothy & crew
šŸ„‰ Adeymn, Fearlessjake, Yarns, UltraĀ & crew

Redusa

šŸ„‡ TroubleĀ & crew
🄈 Gammaray Burst & crew
šŸ„‰ N/A

Ten Rui

šŸ„‡ PanzercultĀ & crew
🄈 Pahricida & crew
šŸ„‰ Klepto ManixĀ & crew

Fastest Ship - Machine Maker & crew on Darat!

PVP winners are under investigation ;)

What have the devs been up to this week?

  • Performance bug fixes for update 28 - Shane
  • Compass and other thing attached to ship will log out with the ship - KexinĀ 
  • Analytics for alliancesĀ - Kexin
  • Work on debugging CiphersĀ - Kexin
  • Player stuck in helm bug - Murillo
  • Quest system infinite recursion bug - Murillo
  • Fuel in Haven and other assorted haven silliness - Murillo
  • Trapped out of helm again - Murillo
  • Added rarity to inventory items - John
  • Bugfixing - John
  • Progression revamp, some bug fixing - Luke
  • Finished materials rebalance! Special event planning and updates! - Moster
  • Investigating using metal in crafting clothes/utility stuff - Jack
  • Starting on changing the lighting/sky in different biomes - Jack
  • Ship furniture optimization - Klaudia
  • Marketing: images for adverts - Klaudia
  • Fixing ship rubberbanding at server boundaries. Attempting to fix some players not being able to synchronise time on launch (workaround is to use VPN). In the very least the game won't hang and will show a better error message! - Dave
  • Bugfixing, implementing a new model+cool looking durability bar for rhegus greaves - Maurizio
  • Stuff to support the new musical instruments, helping on streams and fighting with podcast mics - Malford
Have a fantastic gaming weekend, and we will see you in the skies :D

Julia & WA Team


Worlds Adrift - Bossa Ryan


It’s time to raise your glasses, Travellers, and not least of all because alcohol has finally made it into Worlds Adrift (don’t drink and fly!), but because Update 27 - New Foundations - has officially taken flight!

Not only does it mark the largest addition of new features (including cooking, expanded customisation and suction boots!) since Worlds Adrift launched into Early Access last May, but also introduces the long-requested PvE server, allowing for a more exploration-based style of play.

But the best part of all?

You can currently get 25% OFF Worlds Adrift right now! So what’re waiting for? The Marauder Rums are on us... *Hic!*
Worlds Adrift - BossaKirk
Update 27 Patch Notes



PVE SERVER
  • We’re trying something very exciting and somewhat scary for Worlds Adrift - introducing a PVE server! For those players who want a calmer, more exploration-based experience, we’re hoping this new server type will offer a different way to play the game. This is still very much an experiment, so please let us know how it goes. On the PVE server, most player-vs-player interactions are disabled in most of the world. In the Wilderness, Expanse, and Remnants, the following PVE rules are in effect:
    • Cannons, swivel guns, explosives, and pistols cause no damage to players or ship parts.
    • Players cannot salvage ship parts that are either attached to someone else’s ship, or inside someone else’s shipyard dome. This does not apply to unclaimed ships or shipyards.
    • Players cannot interact with any part of someone else’s ship, unless it’s docked to a shipyard they have access to. This does not apply to unclaimed ships or shipyards.
    • Death bags are only interactive by the player who dropped it for the first 30 minutes. Afterwards it becomes freely lootable.
    • Players cannot attach atlas lifters or explosives to someone else’s ship. This does not apply to unclaimed ships.
    • Ships log out 30 seconds after all owners log out, regardless of other players being on it or interacting with it.
  • In the Badlands, the standard PVP ruleset remains in effect.
  • The standard PVP server still has the standard PVP rules, completely unaffected by the PVE ruleset.
  • To accompany this, all servers and player progress have been wiped. To replace Capulca-US, Dinoue-US, Darat-US, Redusa-EU, and Ten-Rui-EU, there is now one consolidated PVP server, Driss-PvP, and one consolidated PVE server, Kubo-PvE.
HAVEN
  • As part of revamping the flow for new players, we are introducing Haven, a tutorial zone all new characters start in.
  • Haven is a safe area of the world where new characters emerge from their home ship after it’s crashed on a remote island. Players will be taught, through a new tutorial system, how to grapple, salvage, craft inventory items, equip and use items, scan the environment for knowledge, learn through the Knowledge tree, and interact with the world. At the end of this sequence, players will be teleported to the Wilderness to start their journey.
  • In the future, more game mechanics will be tutorialized in Haven, and some (like shipbuilding), in Wilderness.
NEW FEATURES AND CONTENT
  • The new servers Driss PvP and Kubo-PvE share a fresh new world map with many new islands! Community feedback on the layout of the map has been incorporated into the design.
  • Island Creator turrets are being implemented in multiplayer! Currently, light, heavy, and explosive turrets can now be found on old islands with turrets as well as new islands. Turrets can be disabled through damage but will self-repair after the understorm recharges their repair mechanism. Electric and snare turrets will come in a future update.
  • A load of new types of crafting resources and schematics have been added to the game!
    • Tons of new food schematics are now available. Campfire crafting has been reworked now, so it functions similarly to the assembly station. In addition, the stove is a new ship part that allows you to cook on your ship.
    • Some food now provides temporary buffs when eaten. Examples include increases to movement speed, jump height, and climbing speed, and reductions to impact damage. Eating food replaces any still-active buff from previous food.
    • Creatures now drop additional resources, including leather and chitin. Different variants from the different biomes drop different meat and other resources.
    • Trees now drop plant fibers, used to craft cloth, which...
    • Can be used to craft clothing! Currently, all Common and Uncommon clothing can be found as schematics in the world.
    • Cloth can be dyed with pigments, and clothing crafted with dyed cloth will be coloured correctly. This opens up a lot more possibilities for the stylish among you to coordinate your colours! Certain scrap items will now salvage for the necessary pigments.
    • Some scrap items will now salvage for cloth, leather, and glass. Various schematics have been updated to require cloth, leather, and glass.
    • Bandages can now be crafted from cloth. Using them requires an interaction timer, but once applied, they provide instant healing.
  • A set of furniture schematics can now be found in the game! Chairs and stools can be interacted with to sit on, and function like mounting a cannon or helm.
  • Traces of the Marauders, pirates that terrorized the skies after the collapse of the world, can now be found in the game - especially their treasure!
    • The Marauders hoarded treasure and buried it all in scattered locations across the skies. To be able to navigate back to their prized possessions, these ruthless bands fashioned atlas compasses, which players can now loot. Players lucky enough to find a Marauder atlas compass can follow its needle as it points to the Marauder chest - which could be leagues away!
    • Marauder chests contain exclusive, Marauder-specific loot not present in any other loot table, from clothing to furniture and everything in between, even...
    • Booze! Marauders left some of their precious refreshments behind, but… do you really want to drink what these guys cooked up?
  • The gear system has been expanded with three new items, and the rules have been updated.
    • Players can now find the Epheremus Drifter and, very rarely, the schematic to craft one! A torso gear slot item (like the glider), drifters activate atlas in short bursts. When midair, the player behaves similarly to an object with a lifter attached, drifting with gravity negated.
    • Players can also find the Immobilator and its associated schematic. This is also worn in the torso slot, and briefly freezes the player in mid-air. After a few seconds, the player resumes her previous trajectory and velocity.
    • Finally, the fabled Rhegus greaves are leg slot items that allow the player to walk on any angled surface. If you’ve always wanted to roleplay bats, fill your boots! Literally.
    • Gear items no longer drop on death! Instead, they now have durability and will wear out with use, eventually breaking.
    • In addition to durability, gliders now have a timer on how long it can be open at a time, and a cooldown before this refreshes. Coupled with having durability now, this allows the glider to be unnerfed to all its glory! Praise Gaben!
  • The first musical instrument has been introduced to the game - the guitar. This implementation does not do any clever network syncing, but we’re eager to get some feedback on how well it works.
  • Personal revivers now have a containment charge, displayed with a dial on their model and also on the respawn UI. When reviving characters from a distance, they expend this charge to contain the incredible amounts of raw energy the process takes and to dissipate it harmlessly. The farther the character was when she died, the more charge is expended. There is a minimum distance before any charge is depleted, and a maximum distance after which the charge cost does not increase. When the charge is fully depleted, choosing to revive will send a shockwave of uncontained energy across the whole ship, damaging all parts. It’d be best to never let your revivers run low on charge; docking your ship to a shipyard will recharge its revivers.
  • To reward searching for well-hidden or difficult-to-reach containers and chests, chests that haven’t been looted for a while will start to accumulate more loot. Loot budgets and timers have also been rebalanced as a result.
  • The /mute command has been added to the game. /mute CHARNAME will prevent any of CHARNAME’s messages from displaying on your client. /unmute CHARNAME will remove this character from your mute list, and /mutelist will display your current list of muted characters. This list is client-side at the moment, so playing on a different computer will have a separate list. It is also per-character, not per-account.
  • Salvaging messages and notifications for learning a schematic have been moved from the chat log to UI elements on the HUD. In the future, more system messages will be moved to the HUD
NOTABLE BUGFIXES AND CHANGES
  • Performed various optimisations and load balancing improvements. Loading in objects as you travel across the world should cause your framerate to drop less - this should be particularly noticeable when running around large islands. Nearby objects should now consistently load in before objects farther away now, and the player should gain control of the character only after anything she’s standing on is loaded, including ships. This also means it will no longer be possible to cheese puzzles or clip through objects by running through their space before they load in.
  • Crew beacon cooldown reduced to 30 minutes as an experiment. Please let us know if this encourages exploitative behaviour.
  • Schematics can now be salvaged for Knowledge!
  • Character damage calculations from physical impacts have been revamped. Now the character should always die when falling at terminal velocity but should take a lot less damage in other situations.
  • A Crafting tab, for gauntlet crafting, has been separated out from the Schematics tab.
  • Reviving onto a moving ship should no longer result in the ship moving out from under you by the time you gain control of your character.
  • While using objects with interaction timers, like cannons on someone else’s ship, if the character has moved too far away during the timer she will fail to complete the interaction.
  • The placeholder vocalisations for taking damage have now been replaced with new voice acting! Many thanks to our volunteer voice actors for grunting in our ears for so long.
  • If the object an atlas lifter is attached to is removed or destroyed, the lifter will become a loose physics object for a while, eventually disappearing if not picked up. This behaviour also applies to atlas compasses and timed explosives.
  • Adjusted loot tables.
  • Lootable containers and chests no longer disappear when looted. They signal being empty by staying open.
  • The tooltip when a schematic is moused over now shows a preview icon for the finished object, along with crafting information.
  • Performed fixes to UI scaling.
  • Terminal velocity when skydiving increased.
  • Overheat VFX will now show on engines, even though the mechanic itself is not switched on.
  • Fixed contorted animations when players mounted helms, cannons, swivel guns, and chairs.
OTHER FIXES AND TWEAKS
  • Climbing (default button Q) should be more easily initiated now.
  • Other players’ characters now play audio on your client when they run and take damage.
  • Added new dynamic SFX for wind and sails while in flight.
  • Thuntomites and manta rays will now visibly show their damage state. In addition, after death, their bodies will gradually fade their colouring. Performed some tweaks to their taking-damage VFX as well.
  • Turbine engines were not correctly displaying the colour of their component metals in Update 26. This has been fixed.
  • Different types of Saborian and Kioki loot containers and chests now have distinct sounds when opening.
  • Cannon shells can now hit players.
  • Cannon shells now create less of a physical force upon explosion. Damage remains unchanged.
  • Fixed overheat VFX on cannons sometimes not showing.
  • Improved rain visuals. Also fixed rain not being visible sometimes.
  • Improved cloud colouring and eye adaptation settings.
  • Added swivel gun reloading animation and SFX, as well as overheat SFX.
  • Fixed some instances of crafting VFX being offset.
  • Various audio fixes.
  • The Social menu hotkey can be rebound in the Settings menu now.
  • Tweaks to various clothing models.
  • Lipstick on a pig tweaks to the male animation poses.
  • New icon for schematics. In a future update, different types and rarities will get distinct icons.
  • Minor tweaks to foliage colours and shaders, including improved transparency.
  • Fixed the ā€œYour personal reviver is now functionalā€ message when flying across certain invisible server boundaries.
NOTABLE KNOWN ISSUES
  • Currently, even on the PvP server, ships will log out 3 minutes after their owners log out, regardless of being interacted with by other players.
  • This is a weird one, but bear with us here: Marauder compasses don’t work properly for about an hour or two after every maintenance. Don’t set them down during that time! You may lose it!
  • Ship rubberbanding is still being tweaked and worked on.
  • Client performance is still being worked on.
  • Attempting to use the crew beacon when in the Badlands will start the cooldown for it and act as though it was used.
  • Sometimes the barrier for the deactivated revival chamber in Haven will not deactivate when supposed to. Relogging will fix this issue.



Worlds Adrift - Bossa Julia


Greetings Travellers,Ā 

Exciting times are ahead of us! New Foundations are approaching fast. 9th of October we are wiping and launching the PvE Server.

Important things to remember in this update:

  • Characters - all characters will be reset as new after the wipe!
  • Existing AlliancesĀ - will be moved to the PvP Server tied with the characters that created them. You can of course delete and restart them on PvE.
  • Badlands - (past the Sandwall) is PvP on both servers
  • Haven - is the new starting tutorial area
  • Turrets - watch your back, there are hidden dangers lurking on some islands...

Podcast

We are back on track withĀ EPISODE 8Ā the Worlds Adrift podcast, hosted by Moster, Malford and Julia!

Topics we discuss:
  • Who's been working?
  • New Foundations update announcement and date
  • PTS PVE/PVP feedback
  • Trailers
https://youtu.be/HD5wWUuX26c

DISCLAIMER: Totally only fixed the spectator camera internally.

Want us to answer your questions? Comment below and we will pick a few awesome ones to ask our next guest(s)!

We are now on iTunes and Spotify, so if you're enjoying the podcast give us some loves <3

Spotify:Ā Clicky HERE!

iTunes:Ā Clicky HERE!


Like us on Facebook:
http://www.facebook.com/worldsadrift/
Follow us on Twitter:
@WorldsAdrift

MosterĀ -Ā @fatt__mo
Malford -Ā @Malford_
Julia -Ā @lady_jeanette


What have the devs been up to last week?

  • Progression revamp design to greatly reduce RNG - Luke
  • Helm bug - Murillo
  • UI work to show rarity of items in the inventory (update 29) (I think) - Klaudia
  • Load balancing improvements that should be coming in the next PTS update. This will massively improve FPS immediately after login, but also fix a lot of bugs like falling through buildings on islands, being able to cheese through dungeons by logging out and in then quickly running past walls that haven't loaded yet. Ships not being completely loaded by the time you spawn. Potentially the weird phantom engines bug. Lots of weird stuff that was hard to reproduce, that became easy to reproduce after load balancing became used consistently!I've also done a pass on the ships. In update 28 ships will no longer teleport a little bit every 30s or so. Also, the little judder that would happen every so often has been fixed! I'm now moving back onto the server boundaries problem to stop needing the workaround we put in place and put in the proper fix that in theory should make boundary crossings completely smooth, but no promises yet :P - David MVP
  • Fixed the bug where anything updating inventory will cause all equitable item to turn off. - Kexin
  • Allow not tinted clothing(head pieces) to have the correct icon. - Kexin
  • When player respawns, if no valid chamber is found, fallback to choose random island in same Biome. - Kexin
  • Finalizing materials balancing, overheat (non-proximity), fixing bugs for 27, and planning/feature work for 28 and 29. - Moster
  • More work on the Marauder drums and a spooky Halloween cosmetic item. - Rebecca
  • Performance improvements and investigating memory leaks. - Shane
  • Working on the lore that introduces the Immobilator. - Malford
  • Installing malicious FPS logging code on QA's machines. - John
  • Working on decreasing amount of NRE for 28. - Anastasiia
  • Small turrets fixes. - AnatsasiiaĀ 
Have a fantastic weekend, and we will see you in the skies :D

Julia & WA Team
Worlds Adrift - Bossa Julia


Hey Travellers,

News

Hope you are doing well and dandy! Apologies for last week's radio silence, but yours truly was away with the Surgeon Simulator CPR team at the EGX convention in Birmingham where we all proceeded to get ill. *sniff* Hence here's a very late podcast episode that was recorded last Tuesday! Sorry folks, next episode will be in a timely fashion again :D However... There's some news you've been waiting for...

WIPE/Update News

It's official.

Update 27 is landing on the 9th. Hip hip HOORAY!


EVENTS


End of an Era Pre-Wipe Event

End of an Era Pre-Wipe Event next Saturday 6th October!

What? A short race and an open PVP Event to kiss all your old ships goodbye!

When? This event will be on Saturday 6th October at the following times: This event will be on Saturday 6th October at the following times: 7pm BST/2pm EST - Ten Rui; 8pm BST/3pm EST - Redusa; 9pm BST / 4pm EST - Capulca; 10pm BST / 5pm EST - Dino; 11pm BST / 6pm EST - Darrat.

Where? Rally points and finish lines are TBC in next week's Captain's Log.

Prize? YES. First across the finish line and last ship afloat will get cosmetic prizes after the wipe! YOU GET TO KEEP THEM!

Save the date, lovelies <3


Battle Regatta

This Saturday will be the Battle Regatta - Brainchild of the Catalina Wine Mixer!

What? A PVP race across the map! Four ships, no crew limit, random crews, two ship building stops, ending with a Trippaholic treasure hunt!

Where/When? This will take place on Dinoue and will be at 1pm CST. Catalina Wine Mixer will supply materials for your ship build this Saturday!

The Battle Regatta will start on Ishtar, in R1, go to H5 - Radar station for a rebuild (where you will be met by Stormageddon with new ship frames ready for you), and end in U1 where you will meet Tripp at The Cube. We will take people who need a ride to R1 over by shuttle. The event starts at 1pm CST. To participate you can join the in discord HERE OR jump on either of these streams and give your name to be added to the crew:

The Profane Professor
Stormageddon
Trippaholic
Got questions, jump into the Catalina Wine Mixer Discord and the mentioned streams!


Podcast

Without further ado, welcome back to EPISODE 7 the Worlds Adrift podcast, hosted Malford, Moster and Julia!

https://www.youtube.com/watch?v=IjwmrnctctY

Topics we discuss:
  • PTS and its patch notes (and why they're important)
  • Engines (Update 28)
  • Fuel Efficiency
  • Overheat
  • Dragonball
And as always, we answer all the Community Questions some of which are absolutely BRILLIANT and we love your brains!

Want us to answer your questions? Comment below and we will pick a few awesome ones to ask our next guest(s)!

WE ARE ON ITUNES AND SPOTIFY

So if you're enjoying the podcast give us some loves <3

Spotify: Clicky HERE!

iTunes: Clicky HERE!

Like us on Facebook:
http://www.facebook.com/worldsadrift/
Follow us on Twitter:
@WorldsAdrift

Moster - @fatt__mo
Malford - @Malford_
Julia - @lady_jeanette


What have the Devs been up to the past two weeks?

  • Crashing EGX livestreams and recovering from con flu - Julia/Kirk
  • Lots of haven related improvements/bug fixes - Allan
  • Lots of build related improvements/bug fixes - Allan
  • Chasing Mildred (the inexplicable ship possession and drifting), mostly - Murillo
  • Concepts for a Marauder style guitar and drum set - Rebecca
  • Marauder electric guitar, some bug fixes for update 28 release, helping out with the trailer filming - Klaudia

  • Trailer-related bug fixes and performance testing/fixes - Andy
  • Optimisations to reduce the CPU load every frame - Shane
  • bug fixing, trailer recording, and material rebalancing! - Moster
  • NRE bugfixes, some small turrets stuff - Ana
  • Tweaking and sorting out our physics based impact damage - Tom
  • Glider balancing - Tom
  • Fixing animations on cannon and helm - Tom
  • Fixing player rotation weirdness when piloting turrets and the ship angles hard - Tom
  • Client optimisations for better performance - DAVE
Love,

Julia & WA Team

Worlds Adrift - Bossa Julia
IMPORTANT NOTES
As Update 27 is a full wipe, the PTS will also start all characters off fresh. To speed things up for you guys, scrap metal and trees give 10x metal and wood in all biomes. In the next PTS build, databanks in Expanse, Remnants, and Badlands will give 10x what they do in live.

This PTS release will be of the PVE server! Later in the week we’re planning on replacing this with a PVP server.

Please check the list of Known Issues at the bottom!


PVE SERVER
  • We’re trying something very exciting and somewhat scary for Worlds Adrift - introducing a PVE server! For those players who want a calmer, more exploration-based experience, we’re hoping this new server type will offer a different way to play the game. This is still very much an experiment, so please let us know how it goes. On the PVE server, most player-vs-player interactions are disabled in most of the world. In the Wilderness, Expanse, and Remnants, the following PVE rules are in effect:
    • Cannons, swivel guns, explosives, and pistols cause no damage to players or ship parts.
    • Players cannot salvage ship parts that are either attached to someone else’s ship, or inside someone else’s shipyard dome. This does not apply to unclaimed ships or shipyards.
    • Players cannot interact with any part of someone else’s ship, unless it’s docked to a shipyard they have access to. This does not apply to unclaimed ships or shipyards.
    • Death bags are only interactive by the player who dropped it for the first 30 minutes. Afterwards it becomes freely lootable.
    • Players cannot attach atlas lifters or explosives to someone else’s ship. This does not apply to unclaimed ships.
    • Ships log out two minutes after all owners log out, regardless of other players being on it or interacting with it.
  • In the Badlands, the standard PVP ruleset remains in effect.
  • The standard PVP server still has the standard PVP rules, completely unaffected by the PVE ruleset.
  • To accompany this, all servers and player progress have been wiped. To replace Capulca-US, Dinoue-US, Darat-US, Redusa-EU, and Ten-Rui-EU, there is now one consolidated PVP server, Driss-PvP, and one consolidated PVE server, Kubo-PvE.
HAVEN
  • As part of revamping the flow for new players, we are introducing Haven, a tutorial zone all new characters start in.
  • Haven is a safe area of the world where new characters emerge from their home ship after it’s crashed on a remote island. Players will be taught, through a new tutorial system, how to grapple, salvage, craft inventory items, equip and use items, scan the environment for knowledge, learn through the Knowledge tree, and interact with the world. At the end of this sequence, players will be teleported to the Wilderness to start their journey.
  • In the future, more game mechanics will be tutorialized in Haven, and some (like shipbuilding), in Wilderness.
NEW FEATURES AND CONTENT
  • The new servers Driss PvP and Kubo-PvE share a fresh new world map with many new islands! Community feedback on the layout of the map has been incorporated into the design.
  • Island Creator turrets are being implemented in multiplayer! Currently, light, heavy, and explosive turrets can now be found on old islands with turrets as well as new islands. Turrets can be disabled through damage, but will self-repair after the understorm recharges their repair mechanism. Electric and snare turrets will come in a future update.
  • A load of new types of crafting resources and schematics have been added to the game!
    • Tons of new food schematics are now available. Campfire crafting has been reworked now, so it functions similarly to the assembly station. In addition, the stove is a new ship part that allows you to cook on your ship.
    • Some food now provides temporary buffs when eaten. Examples include increases to movement speed, jump height, and climbing speed, and reductions to impact damage. Eating food replaces any still-active buff from previous food.
    • Creatures now drop additional resources, including leather and chitin. Different variants from the different biomes drop different meat and other resources.
    • Trees now drop plant fibers, used to craft cloth, which...
    • Can be used to craft clothing! Currently all Common and Uncommon clothing can be found as schematics in the world.
    • Cloth can be dyed with pigments, and clothing crafted with dyed cloth will be colored correctly. This opens up a lot more possibilities for the stylish among you to coordinate your colors! Certain scrap items will now salvage for the necessary pigments.
    • Some scrap items will now salvage for cloth, leather, and glass. Various schematics have been updated to require cloth, leather, and glass.
    • Bandages can now be crafted from cloth. Using them requires an interaction timer, but once applied, they provide instant healing.
  • A set of furniture schematics can now be found in the game! If they take too much damage, they will simply be destroyed without detaching first, to prevent chairs and tables from bouncing around inside your ship. Chairs and stools can be interacted with to sit on, and function like mounting a cannon or helm.
  • Traces of the Marauders, pirates that terrorized the skies after the collapse of the world, can now be found in the game - especially their treasure!
    • The Marauders hoarded treasure and buried it all in scattered locations across the skies. To be able to navigate back to their prized possessions, these ruthless bands fashioned atlas compasses, which players can now loot. Players lucky enough to find a Marauder atlas compass can follow its needle as it points to the Marauder chest - which could be leagues away!
    • Marauder chests contain exclusive, Marauder-specific loot not present in any other loot table, from clothing to furniture and everything in between, even...
    • Booze! Marauders left some of their precious refreshments behind, but… do you really want to drink what these guys cooked up?
  • The gear system has been expanded with three new options, and the rules have been updated.
    • Players can now find the Epheremus Drifter and, very rarely, the schematic to craft one! A torso gear slot item (like the glider), drifters activate atlas in short bursts. When midair, the player behaves similarly to an object with a lifter attached, drifting with gravity negated.
    • Players can also find the Immobilator and its associated schematic. This is also worn in the torso slot, and briefly freezes the player in mid-air. After a few seconds the player resumes her previous trajectory and velocity.
    • Finally, the fabled Rhegus greaves are leg slot items that allow the player to walk on any angle surface. If you’ve always wanted to roleplay bats, fill your boots! Literally.
    • Gear items no longer drop on death! Instead, they now have durability and will wear out with use, eventually breaking.
    • In addition to durability, gliders now have a timer on how long it can be open at a time, and a cooldown before this refreshes. Coupled with having durability now, this allows the glider to be unnerfed to all its glory! Praise Gaben!
  • The first musical instrument has been introduced to the game - the guitar. This implementation does not do any clever network syncing, but we’re eager to get some feedback on how well it works.
  • Personal revivers now have a containment charge, displayed with a dial on their model and also on the respawn UI. When reviving characters from a distance, they expend this charge to contain the incredible amounts of raw energy the process takes, and to dissipate it harmlessly. The farther the character was when she died, the more charge is expended. There is a minimum distance before any charge is depleted, and a maximum distance after which the charge cost does not increase. When the charge is fully depleted, choosing to revive will send a shockwave of uncontained energy across the whole ship, damaging all parts. It’d be best to never let your revivers run low on charge; docking your ship to a shipyard will recharge its revivers.
  • To reward searching for well-hidden or difficult-to-reach containers and chests, chests that haven’t been looted for a while will start to accumulate more loot. Loot budgets and timers have also been rebalanced as a result.
  • The /mute command has been added to the game. /mute CHARNAME will prevent any of CHARNAME’s messages from displaying on your client. /unmute CHARNAME will remove this character from your mute list, and /mutelist will display your current list of muted characters. This list is client-side at the moment, so playing on a different computer will have a separate list. It is also per-character, not per-account.
  • Salvaging messages and notifications for learning a schematic have been moved from the chat log to UI elements on the HUD. In the future more system messages will be moved to the HUD.
NOTABLE BUGFIXES AND CHANGES
  • Crew beacon cooldown reduced to 30 minutes as an experiment. Please let us know if this encourages exploitative behaviour.
  • Character damage calculations from physical impacts have been revamped. Now the character should always die when falling at terminal velocity, but should take a lot less damage in other situations.
  • A Crafting tab, for gauntlet crafting, has been separated out from the Schematics tab.
  • Performed fixes to UI scaling.
  • If the object an atlas lifter is attached to is removed or destroyed, the lifter will become a loose physics object for a while, eventually disappearing if not picked up. This behaviour also applies to atlas compasses and timed explosives.
  • Other players’ characters now play audio on your client when they take damage.
  • The placeholder vocalisations for taking damage have now been replaced with new voice acting! Many thanks to our volunteer voice actors for grunting in our ears for so long.
  • Added new dynamic SFX for wind and sails while in flight.
  • Fixed some instances of crafting VFX being offset.
  • Thuntomites and manta rays will now visibly show their damage state. In addition, after death their bodies will gradually fade their colouring. Performed some tweaks to their taking-damage VFX as well.
  • Turbine engines were not correctly displaying the colour of their component metals in Update 26. This has been fixed.
  • While using objects with interaction timers, like cannons on someone else’s ship, if the character has moved too far away during the timer she will fail to complete the interaction.
  • Different types of Saborian and Kioki loot containers and chests now have distinct sounds when opening.
  • Cannon shells can now hit players.
  • Lootable containers and chests no longer disappear when looted. They signal being empty by staying open.
  • The tooltip when a schematic is moused over now shows a preview icon for the finished object, along with crafting information.
OTHER FIXES AND TWEAKS
  • Fixed overheat VFX on cannons sometimes not showing.
  • Improved rain visuals. Also fixed rain not being visible sometimes.
  • Improved cloud colouring and eye adaptation settings.
  • Added swivel gun reloading animation and SFX, as well as overheat SFX.
  • New VFX for gaining knowledge.
  • Various audio fixes.
  • The Social menu hotkey can be rebound in the Settings menu now.
  • Tweaks to various clothing models.
  • Lipstick on a pig tweaks to the male animation poses.
  • New icon for schematics. In a future update different types and rarities will get distinct icons.
  • Minor tweaks to foliage colours and shaders, including improved transparency.
NOTABLE KNOWN ISSUES
  • Ship rubberbanding is still being tweaked and worked on.
  • Client performance is still being worked on.
  • When a player mounts a cannon or swivel gun, the ship will often begin to drift. This is eerily reminiscent of a similar bug known colloquially as ā€œMildred,ā€ but it’s much more reproducible this time around, and we’re tackling it now.
  • When completing Haven, the teleport will sometimes fail, which will kill your character and force her to respawn in a nearby revival chamber. This is often in a Remnants or Expanse zone!
  • Loot containers are not appearing. Loot chests and loot ruins are unaffected.
  • The control prompts that teach new players controls for, e.g., how to fly a ship when on a helm, or pressing E to interact, are currently not playing nice with Haven tutorials and are not showing frequently. This is being fixed now.
  • Spikes and barbed wire currently do not do any damage.
  • Marauder compass is sometimes invisible when placed.
  • Clouds are blindingly bright sometimes.
  • Attempting to use the crew beacon when in the badlands will start the cooldown for it and act as though it was used.
  • Characters may sometimes not take damage when using a drifter or immobilator when hit with cannons and swive guns.
  • Haven tutorial steps are still WIP.
  • Sometimes the barrier for the deactivated revival chamber in Haven will not deactivate when supposed to. Relogging will fix this issue.


Worlds Adrift - Bossa Julia

Hey Travellers, like my new boots?

News

Hope you are doing well and dandy! The studio is on FIRE, figuratively. The Worlds Adrift team are working really hard on Update 27, sorting out Haven and debugging everything.

If all goes well we are really excited to be releasing this update in just a few weeks (beginning of October). We got loads of really fun surprises lined up with this update... *evil grin*Ā 

That aside, let's talk features. More importantly crafting. More importantly crafting fashion! On that note...

https://www.youtube.com/watch?v=ty128T4EHI4

Welcome back toĀ EPISODE 6Ā the Worlds Adrift podcast, hostedĀ Malford, Moster and Julia!Ā 

Topics we discuss:
  • New Map in the making
  • Reviver Charges
  • Tailoring
  • Wearing down your gear?!
  • Mammals
And as always, we answer all the Community Questions some of which are absolutely BRILLIANT and we love your brains!

Want us to answer your questions? Comment below and we will pick a few awesome ones to ask our next guest(s)!

WE ARE ON ITUNES AND SPOTIFY

So if you're enjoying the podcast give us some loves <3

Spotify:Ā Clicky HERE!

iTunes:Ā Clicky HERE!

Like us on Facebook:
http://www.facebook.com/worldsadrift/
Follow us on Twitter:
@WorldsAdrift

MosterĀ -Ā @fatt__mo
Malford -Ā @Malford_
Julia -Ā @lady_jeanette

What have the Devs been up to this week?


  • Haven fixes and additional features, build related issues - Allan
  • Lots of general bugfixes - John
  • Balancing glider, wind values and player fall and impact damage! - Luke
  • Bugfixing - Tamas
  • Working on one type of the infinite loading screen bugs. Initial reports suggest it may now be fixed. - Shane
  • Some bug fixing - Klaudia
  • New splash screen explaining PvP and PvE servers - Klaudia
  • Second iteration on theĀ Rhegus greaves art asset, to come for update 28 - Klaudia
  • Fixed clothing schematics not showing scanning tool tips.Ā - Kexin
  • Implemented returning the crafting material to inventory when the current schematic is unlearned. - Kexin
  • Implemented ship part icon on scanning tooltip.Ā - Kexin
  • Changing scanning system: Scanning salvageable item will show you what you can get from salvaging it. Like tree, metal, fuel, ship part, ship yard and etc. - Kexin
  • Haven fixes, andĀ and materials re-balance! Also podcast, jumping on Stream with Trippaholic for the ideas jam - Moster
  • Map fixes, writing some lore relating to the IMMOBILATOR for a later update. - Malford
  • Working on the Immobilator model, rig, and animation! - Rebecca
  • Fixing chat issues and crew beacon failing. - Dave and Semi
Have a fabulous evening, and don't forget to tweet or send Guy Fieri a letter!

Ā Love,
Julia and the WA Team
Worlds Adrift - Bossa Julia

NEWS

IT'S OUT! Update 26 is finally out! Alliances are live! All the reserved Alliances from a few months ago are up with their designated emblems. The Emblem Creator however will be added at a later date.

Podcast

https://youtu.be/-Ynhd0FM7vU

*KRRRRRSSSHHHHHHHH* Hello? Travellers, can you hear us? *RRRSSHHHHH*

Welcome back toĀ EPISODE 5Ā the Worlds Adrift podcast, hosted... by Moster! Featuring Julia and Malford... and GUY FIERI (in spirit, sorta)!



Topics we cover:
  • Who is Moster?
  • We released 26! Wooo! (Julia’s fault for announcing it early)
  • Features of Update 27 in addition the undisclosed sub-culture that is not GOTHS (but should be)
  • New craftable ship part - the Stove!
  • Fire?Ā 
  • Recipes orĀ Cooking Schematics!
  • Buffs/Debuffs: What do they improve? - Jump height, speed, health increase, impact damage lessening, climbing speed
And as always, we answer all the Community Questions some of which are absolutely BRILLIANT and we love your brains!

Want us to answer your questions? Comment below and we will pick a few awesome ones to ask our next guest(s)!

Check out website:
http://www.worldsadrift.com
Like us on Facebook:
http://www.facebook.com/worldsadrift/
Follow us on Twitter:
@WorldsAdrift

MosterĀ -Ā @fatt__mo
Malford -Ā @Malford_
Julia -Ā @lady_jeanette

Ā 
What have the devs been up to this week?
  • Releasing Update 26
  • Tons of bug fixing, particularly around tutorial quest steps. - Moster
  • Haven quest steps and tweaks, Haven related bug fixes. - Allan
  • Bug fixes - Trees now have foliage again, fixed missing icons for UI.Ā - Klaudia
  • Steam capsule art work. - Klaudia
  • Working on a new model for Rhegus Greaves - Klaudia
  • Tweaks to tree foliage shader - we now have someĀ cheap fakeĀ translucency. - Cheap Fake Andy
  • Many bug fixes including broken crafting effects, turbine engines not tinting correctly based on material type. - Andy
  • PVE bug fixes and investigating one cause of greyscreening/infinite loading. - Shane
  • Been working on the art for the [SECRET] Stasis pack and bugfixing. - Rebecca
  • Many many many bug fixings. - Jack
  • Allow right click to equip scanner tool. - Kexin (part of the Haven tutorial sequence)
  • Pve cannon ball should hitting friendly target, but take no damageĀ - Kexin
  • Fixed the bug: Interacting with cannon will teleport you back to it regardless of distance.Ā - Kexin
  • If compass, bomb, lifter are attached on a object, when that object has been destroyed, the attached item will fall and disappear after 60 seconds.- Kexin (players know this as the cause of the "atlas mining" exploit)
  • Audio fixes to chest, barrels, makeshift storage and stove door SFX. - Kexin
  • Fixes dyed cloth crafting UI preview. - Kexin
  • Started loom animation, fixing Haven crashed ship interior lighting issues and some minor asset changes. - John W
  • Fixed bugs that were causing problems for players. Also fixed bugs that were causing problems for QA. - John H
  • Fixed guitar bugs. - Tamas
  • Iterating on the new map. - Malford
  • Bugs, bugs, bugs... Turrets now can target ships, not just players and make it burn-burn-burn (not really burn, but it would have been awesome, right?!) - Ana

And with that, have a fantastic weekend bonding in-game and on Discord.
As always, see you in the skies,
Julia & WA Team (that's our band name)
Worlds Adrift - Bossa Julia

ALLIANCES
  • The first implementation of Alliances has been added to the game! Large organizations of players, alliances will let players communicate and organize more easily, find other like-minded players to form crews with, and take on shared enemies together. Players will need to either successfully apply to an alliance, or receive a direct invite. Future features will include an emblem creator for alliance flags and sails, officer ranks with different permission levels, and more.
  • Crews have had their implementation completely scrapped, and now work off the alliance backend. Lots of bugs have been fixed as a result, but please let us know if there are new bugs!
  • Alliances have an alliance-wide chat, on a separate tab.
  • Alliance names and descriptions are publicly visible and subject to our code of conduct. If you choose an inappropriate name you will be banned!
Ā 
NOTABLE BUGFIXES AND CHANGES
  • A large reworking of ship netcode has been performed. Ships should rubberband much less now, though this is a work in progress! Please let us know your experiences, and whether ships behave weirdly in some situations.
  • Persistent Blights that go on for hours (or days!) should no longer happen.
  • Mantas attached to your ship creating physics freakouts should be a lot less severe.
  • There has been lots and lots of UI rework implemented, including mouseover and scanning tooltips displaying more information!
  • In some situations, especially when grappled to the helm, players would get kicked off the helm without regaining control of their character. This (known popularly as the ā€œhelm bugā€) has been fixed.
  • A duping exploit has been fixed.
  • Buffed actual wind strengths in stormwalls and sandstorms, as they had become too easy with the reduced ship rubberbanding.
  • Sails now take damage in stormwalls again.
  • Clothing icons now show the correct color of the item.
  • Glider controls are no longer hardcoded to WASD.
  • Multiple players using gliders in close proximity would glide incorrectly; this has been fixed. Fixed other bugs with the glider seemingly not working.
  • Docking an unregistered ship to a shipyard will clear ownership of the shipyard now. This helps prevent newer players, who may not have registered to their newly built ship yet, from losing all access to it by docking to a shipyard.
  • Fixed characters being able to unlearn the Capulca Mk II Founders’ engine schematic.
  • Death bags should always be interactive now.
  • Motion blur, adaptive field-of-view, and screen shake can now be turned off in the Settings menu.
  • Fixed Vsync not working properly.
  • Typing shipyard code now appears as asterisks on screen.
  • Timed explosives and lifters can now again be placed on moving ships and other moving objects.
  • Fixed an exploit allowing players to send extremely long chat messages. Now messages are limited to 280 characters.
OTHER FIXES AND TWEAKS
  • Adjustments made to the login and splash screen UI.
  • An issue with the mouse cursor disappearing when the Delete confirmation popped up has been fixed.
  • Fixed stairs collider.
  • Fixed ceiling of Saborian revival chamber mesh.
  • Shipyard dome now fades in rather than expands out.
  • Optimisation performed on the bloom, blur, and other effects.
  • Overheat VFX now show for cannons and swivel guns.
  • Explosion VFX have received small tweaks - random rotation, debris particles, etc.
  • Lots of additional SFX implemented, including ship movement/turning, UI actions, understorms, etc.
  • Minor tweaks to cloud graphics transitions performed.
  • It can now rain outside of stormwalls.
  • Grappling hooks no longer make the reeling-out SFX when the rope is not actually lengthening.
Ā 
KNOWN ISSUES AND WORKAROUNDS
  • All types of chat (local, crew, alliance) will sometimes fail to send for a period of time.
  • In areas and periods where the chat is broken, the crew beacon and certain alliance functions will also be broken.
  • Various other UI issues with alliances and crews.
...