Boundless - I Also Banana


Overview
Since the Official Launch we've had a huge amount of feedback from the community, ranging from bug reports to balance suggestions. We've been looking through your feedback for the past week or so, and have designed this patch to alleviate some of the biggest issues reported. Thanks to everyone for continuing to help us develop Boundless!

New Masks!
11 new Masks have been added! Now you can go about your adventures in style with a range of cool Masks to customise your character with. The Masks will be available in the Exchange for Cubits.



Crafting, Resources & Equipment
  • Disallow opening/closing doors or trap-doors, if doing so would cause the door to intersect an entity, so you cannot use a door to trap yourself or someone else causing a horrible glitchy teleport.
  • Improve placement of non-full-block objects like doors so that entity-intersection checks use the actual physics shape of the door when checking if there is a creature or player in the way of the where the door will be.

Creatures, Combat & Characters
  • Player characters have new and improved clothing.
  • Bombs will now immediately explode when within larger proximity to an enemy target, or a friendly target if healing bombs are used. Making Grenadiers and Healers lives a little easier.
  • All players can now revive other players if they have the Totem Augment. Revive Epic Skills have been changed to give clearer choices on skill selection.
  • Added aim assists:
    • Crosshairs now go red and animate when a held item (e.g. slingbow or bomb) will hit a creature.
    • When holding healing items the same will happen for players.
    • Creature info is now also shown while a projectile will hit them.
  • Controller assists:
    • Added "Controller Acceleration" option (defaults to ON) to allow more precise aiming while also giving faster spin times.
    • Added "Controller Auto Aim" option (defaults to ON) that assists the players inputs to steer them on to targets and scale down player inputs while over a target.
    • Auto aim is scaled up during combat.
    • Auto aim is disabled for non-aggressive creatures.
    • Added "Controller sensitivity" for X/Y option.
  • Changes to atmospheres:
    • Atmosphere logic is much simpler now.
    • If your protection (skills in the atmosphere protection added to any food with protection) is greater too or equal to the atmosphere damage of the world then you are protected.
    • When protected the atmosphere fog will roll out and your air bar will refill.
    • If you are not protected the atmosphere fog will come right up to the portal to make it clear.
    • In the last minute of food protection the atmosphere fog will move up to 30m to remind you to eat some more or start getting off planet.
    • You can now eat food while on the planet to refresh your atmosphere protection.

    Sanctum, Tutorial, Objectives & Progression
    • New welcome screen added when you create a new character.
    • Increase to Hunting XP across all creatures.
    • Block XP and Prestige Rebalance:
      • Lowered xp rewarded for breaking standard natural blocks (soil, rocks etc) and upped the XP for mining ores. After listening to feedback and looking at our internal data we found block mining to be slightly OP. These changes should bring down the total XP from breaking blocks by 15%.
      • Added some additional XP for gathering surface resources, as gatherers will be affected by the nerf on leaves and trunks.
      • Building XP has been modified. We have reduced the amount of XP builders get for using poor quality materials (soil, mud etc). Some higher tier blocks have recieved a slight buff in XP to reflect their difficulty to craft. The XP reward for breaking crafted building blocks has been reduced.
      • Some blocks have had their prestige values changed. Decorative stone and wood blocks now give the same prestige. Previously decerative wood gave more (no idea why). You could see your build go up or down in prestige (hopefully not too dramatically).
      • XP is only awarded for blocks that are placed or chiselled inside beacons. This will hopefully reduce the number of people spamming the chisel or
        spamming block placements.
      • Placing surface resources within beacons will now grant prestige and some XP.
      • Bombs no longer give XP for breaking blocks.

    GUI & HUD
    • Gleam Club level icon background is coloured based on days remaining: yellow up to 30 days, green up to 90, red otherwise
    • The last set Gleam Club chat colour is remembered between lines and game sessions e.g. you can set a permanent chat colour
    • The set of Gleam Club chat colours is now the same as the named character colours
    • Moved the friends tab into the character menu.
    • Show world region and details in all cases for the warp-conduit screen so you can see what kind of world you will be opening the warp to, and what kind of latency you might expect based on the region.
    • Be consistent to show the level of the world alongside its description in all cases (eg; Lvl3 Rugged...).
    • Stop showing locked doors as "Usable" in the hud when in other peoples beacons.

    Bug Fixes
    • Fix being able to see coordinates or prompts to select locations on planets in the sky corresponding to offline servers, and the client being able to try and select locations anyway (The server would ignore it though already).
    • Fix cancelling a charge of a slingbow with interact action not removing visual or sound effects of the charge.
    • Fix HUD issues with displays for interaction/resurrection/trade only showing if closer than 12m even if your skills or the specific interaction (resurrection has a 40m range) are larger.
    • Fix issues surrounding resurrection not always correctly showing that someone is resurrecting you at that moment or that they had stopped resurrecting you.
    • Fix issues with hud display for resurrection only working correctly if the totem is in your right hand.
    • Fix issues with rapid-clicking slingbows not working well causing unneccesary "stalling" of fire, as well as related issues (less annoying ones) like if you let go of the action to release a charged slingbow, but quickly pressed again, it would just keep charging instead of firing.
    • Fix not being able to step-up ontop of objects in more restricted scenarios, eg: a 2-high tunnel with a sign-block placed on the floor, was previously impossible to step on-top of the sign block and you had to jump, or similar situation if the sign-block was just-inside the entrance of a 2-high tunnel and you had to also jump here to get into the gap, you should now just be able to walk through in both scenarios like this.
    • Fix not being able to step over objects directly after the exit of a portal, as well as not being able to step up through a portal when the portal plane is flush with the front-face of a step in the world, and without doing so in a way that would reintroduce bugs of getting onto the wrong-side of portals!
    • Resolve some physics edge-cases that could lead to weird sticking / receiving fall damage on more complex stair-like structures.
    • Fix for meteorite cores not dropping anything or the wrong kind of drops.
    • Fix tracking of totem picked locations so that they display names correctly in the places menu when tracked, the hud and the actions-log when reaching the location, and so that they always have a y-position in-world for tracking the same as the player location so that you can actually reach them (these locations have no altitude data, and previously where placed underneath the world which made them impossible to actually reach).
    • Fix buying/selling plinths not displaying items in-world if the price was set to 0 coins.
    • Fix certain kinds of projectiles (most of them.) shot to target a specific client, so that they dont linger forever if they land in water for that particular client leading to mispredicted damage if you later collided with them. This was also an issue with grapples though much less obviously an issue. Also improve behaviour of most projectiles with water so that when they nearly stop moving they get removed much more quickly, not affecting bomb projectiles with a fuse timer.
    • Fix tutorial if you closed the warp after opening it to try and select a location instead of friend or vice-versa.
    • Fix for items in the GUI flickering for one frame below the scroll window.
    • Fix for names above players/creatures heads floating too high when they are far away.
    • Fix applying skill tree changes out of the active skill tree tab.
    • Fix camera going through terrain and other obstacles when in "death-cam" mode.
Boundless - I Also Banana
Greetings Citizens,

This is a huge day in the development of Boundless - we have officially launched on Steam and PS4!

All of us here at Wonderstruck would like to extend a HUGE thank you to this fantastic community, both new and existing. We couldn’t have made it this far without you, and we’re excited to share the next chapter with you all.

If there’s one thing we’d really like to emphasise, it’s that this is very much a beginning. Boundless will continue to be under active development - we have some very cool plans ahead. For those of you who have been here all along, let’s be sure to really welcome all our new players, and show them what a creative, friendly and welcoming community we are. We’re proud of what we’ve built together - devs and players - and to be able to share it with the world is a huge moment for us. Be sure to share screenshots, videos, and anything else you’d like to show us.

See you all in-game!

From everyone at Wonderstruck.
Boundless - I Also Banana
Overview:
This update enables purchasing Cubits and Gleam Club in the Exchange.

Future updates will expand the Exchange for collecting wearables, masks, and body paints.

Note:
The Exchange contains a Tint Kit item that will be used in the future for colouring and customising wearables and body paint.

The Tint Kits can not be used to recolour any blocks or crafted items in the game worlds.

Release 197.1:

Art + Animation + Assets:
  • Elemental effects on elemental creatures.
Crafting + Resources + Equipment:
  • Grapple behaviour improved so that you should be able to build up a larger and larger swing with back and forth motion, and be able to perform much larger swings on larger range grapples that will nearly be able to restore height of the down swing as long you keep pushing forwards with the controls.
Creatures + Combat + Characters:
  • Doubled the effect of Luck on getting rarer drops on blocks.
Sanctum + Tutorial + Objectives + Progression:
  • Permanent day time ends at Level 6 if still in the tutorial.
SFX + Music:
  • Starving audio.
Bug fixes:
  • Fix not showing correct data for player locations on planets in the sky outside the sanctum!
  • Server-side patch to force a redownload of region-map data for atlases to deal with old data from old worlds from hunting universe/testing in players caches. If you saw atlas regions behaving strangley like unlocking the wrong regions etc, this will resolve that.
  • Fixes/improvements to the god-rays, depth-of-field and bloom post effects to make them cheaper/more accurate. God rays should not have any sampling artifacts even in extreme cases now, and will no longer have a “frame-drag” effect where they would appear to lag 1 frame behind whilst rotating the camera.
  • Fix for some "{EMPTY} " region names in the new worlds, there was a bug in the worldbuilder that produced these, and whilst we will not fully regenerate the regions, we do migrate the worlds to change these to a more sensible “Wilde” naming scheme for the existing worlds, so they will be very unique regions in the universe as no new worlds will ever have them!
  • Some issues near waters edge fixed where player would jump a short height whilst stood against an underwater wall even without pressing space, and player should no longer get stuck not able to put their heads above the water (was actually fixed in the last release as a side-effect of another bug fix, but wasnt noticed at the time).
  • Fix some issues with particle-effects in the gui (eg the forge gui) from interacting strangley with what is on the screen behind the gui at times.
  • Fix issues with multi-block doors sometimes glitching visually when opening or closing them if your computer is “too” fast (yes… too fast), this would effect other multi-block modifications, its just that doors are the most common of these by far.
  • Fix for portals spawning creatures inside of meteorite blocks.
  • Fix exchange items being bought even if you cancel the purchase, if you then claimed a reward item before leaving the exchange.
  • Fix exchange items not being bought if you exit the screen before the animation has progressed far enough even if the purchase button was already pressed, this was already the case for reward claiming.
  • Fix for server crash when a hopper explodes after resisting damage from a player.
  • Fix for constant updating atmosphere status effect.
Boundless - vdragon
This update is accessible via the “Live” release of Boundless on Steam.

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

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

Overview:

New worlds.



Release Notes:
  • Art + Animation + Assets:

    • Day/Night Cycles:
      • Each world has been given a lighting colour ‘identity’ in line with the materials found on that planet so that the players can recognise the world they play on by looking at the sky.
      • Home worlds have a currently a vibrant ‘earth-like’ sun rise, mid-day and sunset colour parameters. i.e. A bold and warm red sun rise followed by a rich blue day colouring and ending on a vibrant purple sunset. More variations will come in the future.
      • The elemental world sky is in line with the gem colour it inhabits. The sunrise and set has complimentary hues.
        Metal worlds are visually styled to the alloy colours found on the planet and are tonally richer in light and darkness to signify a level up in difficulty.
      • Coal worlds are filled with dusky golden and dirty desaturated hues contrasting bright sun rises and sets.
      • The day and night cycles have also had a visual polish pass to accurately convey the strength of luminescence in the light levels in all the sky quadrants throughout the 24 hours to portray the sun rising and setting in each world.
      • This work creates a consistency in the art style to tie in the Boundless universe to each world inhabited.
    • Customisable Characters - Stand out from the crowd!:
      • You can now customise your character’s appearance by selecting their gender, skin colour, eye colour, height and head shape.
      • Many more head customisations, wearables, and body paints options are coming.
      • The assets are still in development.

  • Crafting + Resources + Equipment:

    • Balanced block health values across the full universe.
    • Increased the amount of Copper and Iron needed to craft tools an weapons to be more consistent with Alloy recipes.
    • Made Warp Augments be crafted in the Workbench, so that it is possible to make them on starting worlds.
    • Warp and portal costs rebalanced for the new universe structure. Costs are broadly similar to what they were for journeys around the starting worlds, but get progressively more expensive on high tier worlds. This is to allow portal networks to be affordable, but not ubiquitous, and to make higher tier worlds more of an event to travel to.

  • Creatures + Combat + Characters:

    • Elemental creatures have elemental particle effects attached to them. BURN!
    • XP awarded for creature kills is scaled based on your damage, tanking, and healing contributions.
    • Reviving Players will now reward XP.
    • XP rewards for Objectives, Crafting and Chiselling have greatly improved.
    • Changed fall damage to feel a tad more “realistic” (no more jumping out of a plane and only taking 15% health off). Different materials will also now change the amount of damage you take on impact, for example, landing on Sand will reduce the damage taken compared to Igneous Rock.
    • Added Atmospheric hazards into the game which will add more challenge for citizens exploring high tier worlds. To counteract this, new recipes for atmospheric shielding food have been added to the game. (Or take the skills.)
    • We have increased drops for single players or smaller groups taking on meteorites. Players were not being adequately rewarded for their solo efforts. Taking on meteorites in larger groups still yields more drops. Hopefully we have struck the right balance.
    • IMPORTANT: Please share feedback on all the balance changes.

  • Sanctum + Tutorial + Objectives + Progression:

    • Allow new characters in the tutorial to open the warp to an already added friend that is currently online on the world in the sky. Friends on other worlds cannot be warped to as part of the tutorial.
    • New characters can now choose a platform-friend (added during the character creation) to start on the same world. This works even if the friend character is offline, going to the last world they were on. This is restricted currently to lush/coal/metal worlds (worlds without dangerous atmospheres) that are of tier 1,2,3 or 4 only to avoid people spawning into a world they will likely die very very quickly on. In conjunction with warping to a friend from the tutorial when they are online, this should let new characters often start directly next to their friend when starting the game.
    • Allow users to delete their active character whilst within the sanctum, allowing users to “restart the game” without having to first get an alt character to swap to delete their primary. Deleting the active character will immediately return the player to the create-character flow.
    • New Citizens will now receive more Cubits as a reward for levelling up, this should help players at the start of the game explore the many options in the exchange sooner. The total number of Cubits awarded has remained constant.
    • Cleanse points will now also be rewarded at every level to aid Citizens experiment with new builds in the Skills tree. 1 cleanse point is awarded per level up to level 50.
    • Changed sanctum start hall lighting to better match in world colours.

  • GUI + HUD:

    • Added the new colour names to match the new 255 palette colours from last release.
    • Added X (or R3 on a PS4 controller) to drop items from the inventory.
    • Footer bar legend in menus now switches lines periodically to allow us to show more buttons (and deal with longer wording after localisation).
    • Can now see online players on the world-in-the-sky. Is semi-real time updating every 2 to 3 seconds and will show character names and user-name information if accessible (Steam friends on Steam, or all PS4 users on PS4).
    • Many improvements to the planet-marker logic so that you will see many more markers on the planet, and when there are too many to render, more intelligently select which to show based on distance to the totem-reticule instead of it seemingly randomly popping markers in and out. Also increased the selection radius so it's less fiddly to look at a marker.
    • Planet marker icons updated so that player locations are circles, beacons and settlements squares, and saved locations little pins with an associated Tip shown when you look at a planet with a totem to explain them.
    • Controls changes:
      • Added change control popup so players can see what they are about to unbind and click cancel or ok.
      • Added PS4 pad bindings (press a button on the pad to switch to showing controls for a PS4 controller).
      • Added new setting “Accept mouse movement when rebinding”.
      • Moved controls settings into the controls tab.
      • Don’t allow players to unbind some key controls (escape/up/down/left/right/select) in the GUI.

  • Bug fixes:

    • Fixed Z-fighting/precision issues in lava rendering to match water behaviour.
    • Fix issues with the skill-light being turned off whilst the player is still in darkness if very-nearby (e.g. diagonally across a blocked off corner of a tunnel) there is bright sunlight.
    • Fixed the scaling on some tier 5 exploration Feats.
    • Fixed cuttletrunk vacuum audio effect not stopping.
    • Fix “Add Platform Friends” from character-select screen to actually work, instead of doing nothing until you press it again after the timeout.
    • Fix not gathering information on friend account names correctly in the various friends lists.

Cross posted from Devlog Forum
Boundless - I Also Banana
This update is accessible via the “Live” release of Boundless on Steam.

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

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

Important:

This will be the last feature update on Live until we launch the new universe. Feedback is still helpful.

World levels have be altered to:

1. Home / Spawn worlds have become Placid worlds.
2. Moon worlds have become Inhospitable worlds.
3. Ring worlds have become Fierce worlds.

Release Notes

Crafting + Resources + Equipment:
  • Energy use for Chisels reduced by half.
  • Natural Blocks on higher level worlds can have armour, which makes them more difficult to break. This is shown as litle shield pictures under the health bar. This is so that the harder-hitting, but slower, tools can be balanced against fast tools.

Creatures + Combat + Characters:
  • Meteorite drops have been changed to give more variety, especially smaller meteorites.
  • Meteotire events are now far more varied. There are now 2000 wave variants up from 50 (this probably sounds more exciting than it is). Meteorite difficulty may have changed, particularly meteorites on lower tier planets. This will need more balancing soon.
  • Meteorites can now spawn exotic creatures.
  • Element boost is now applied before armour calculation to give a better damage on boost.
  • Added “Meteorite life” status effect:
    • Once the first creature in a meteorite event is killed all players who join the meteorite (at that time or afterwards) will get a meteorite life.
    • When players return to the sanctum they lose their meteorite life. Revived players get to keep their meteorite life.
    • If players go outside of the meteorite zone they have 10 seconds to return before they lose their meteorite life.
    • If there are no players with a meteorite life left then the meteorite is lost and the reward is reduced to the dormant meteorite drops.
    • If the meteorite is completed then all players get the full reward (so try to keep players with lives alive!).
    • Creatures in the meteorite will periodically target only the players with meteorite lives.
  • Reworked combat threat system:
    • Threat is now stored per creature in a “hate” list. Hate is scored as the average amount of DPS and scaled up by the “Threat Epic” skill.
    • Damaging creatures will add you to their hate list.
    • Healing players will add you to the hate list of creatures recently damaged by the healed player.
    • Creatures attack the most hated player in their hate list. The hate list is not cleared when players go through portals.
    • Tank characters should now find it easier to keep creatures attacking them.
    • “Mega Calming Brew” now clears you from all creatures hate lists within 16m.
    • “Mega Aggravating Brew” now adds 10,000 hate to all creatures within 16m.

Sanctum + Tutorial + Objectives + Progression:
  • Campfires now expire after two hours, this is to reduce the risk that new players trust them to look after their belongings between sessions.
  • Fixed tutorial tooltip about looking up at the planet to choose starting location.
  • Preparatory changes for V1.0 game levelling and character balance:
    • Removed free weekly (debug) skill reset. All skill resets must be purchased via the Exchange.
    • You no longer gain cleanse points when levelling up. All cleanse points must be purchased via the Exchange.
    • Reduced starting number of character slots to 1. If you already have extra characters you’ll incur a character slot “debt” and will need to purchase slots to cover the existing characters before you will unlock any new character slots. If you delete a character before repaying this debt it will not free up a slot and you will be unable to create a new character without purchasing more slots.

GUI + HUD
  • Make the entire stamina bar flash when starving.
  • Added shields under creatures health bar to show how much armor they have and therefore how much the damage they take is reduced by.
  • Moved all chat/status text above player icons.
  • New default controls:
    • Change view is now on “M” or dpad left.
    • Added L2/R2 to quick move left/right on controller.
    • Added holster tools on “Z” or dpad down.
    • Added “L” for the exchange screen.
    • Places screen is now on “P”.
    • Character screen is now on “O”.

SFX + Music
  • Further music mixes.
  • Fixed stone chisel.
  • Starving and suffocating.
  • Reworked grapple loop.

Engine
  • Improved cpu-side performance of world rendering, especially when using the extreme/ultimate terrain-detail options, and especially for those with 4-core or higher CPUs.
  • Colors:
    • Adjusted Copper tint to be less similar to Ruby.
    • A new set of 255 base palette colors has been created that has a larger range of luminance (white being 9x brighter than black now, rather than just 4x brighter) that will allow creating more contrasting builds even without use of lighting. This has meant the color names have also had to be updated, and we also have had to do another migration to map the previous set of 255 palette colors as best as possible to the new set of 255, so colors of the blocks will again have subtely changed!

Bug Fixes
  • Fixed the skill-based light being multiplied in strength when not holding items in your hand (Was reported as the skill-based light being darker when holding things in your hand, but actually the opposite was true!)
  • Fix having to force re-equip slots when exhausting a sub-slot of an equipped smart stack, or unequipping an augment from a slingbow/globe/totem or stacking items into an equipped slot etc etc.
  • Fix crashes when trying to use the “change-block-type” forged-chisel on rocks to transform them into sedimentary rocks, if the original rock was “rotated”. Sedimentary rocks do not allow rotation, but we do now allow the conversion to work, and when it is sedimentary it will just not look rotated even though under-the-hood it is (so when changing back to another rock, the new rock will have the same rotation as the original rotated one that was turned into sedimentary would have).
  • Fix crash when hitting meteorite crates.
  • Fix items could not be moved inside smart stacks.
  • Fix forged items could not be put in smart stacks.
  • Fix character appearance not being respected for new characters after they leave the sanctum.
  • Fixed Founders Totem not functioning like a normal totem in allowing creating locations when shooting planets and showing location markers on planets in the sky.
Boundless - I Also Banana


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

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

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

Overview:
This release contains the following significant changes:

1. The Centraforge for customising your weapons and tools.
2. The Exchange for collecting and spending rewards.
3. New Epic Skill system supporting multiple skill sets per character.
4. New range of Doors.

Check out Jivitas unofficial overview videos:
New Doors, New Skill System, The Exchange, Centraforge, Forging.

Release Notes

Art + Animation + Assets
  • Updated weather effects.
  • Reduce the obnoxious glow particle effect around gem torches.
  • Projectile trails are now coloured based on the elemental type of the projectile.

Crafting + Resources + Equipment
  • Fixed the Atlas so that it only accepts a single augment even if you drag an entire stack on to it (The improvements for ejection help alleviate side-effects caused by this when working with largely saturated inventories).
  • Beacon Plotters now have durability.
  • Added the Centraforge:
    • Please note: this is an early-pre-release look at this feature, and there is still polish and balance to be done. Please feed back on all aspects of the feature, but allow leeway for the fact this is not a final feature.
    • The Centraforge is a machine used to enhance and modify any item of Gear (weapons, tools, grapples, spanners, chisels) to make them more powerful and have different effects and capabilities.
    • After using the Centraforge the result is Gear with one or more Traits applied to them. Traits come in three flavours: Boons (positive Traits), Defects (negative Traits) and Quirks (strange Traits which are normally negative).
    • After placing a Centraforge you will need one or more items of Gear and some Centraforge ingredients to start the process.
    • The only ingredient you have to have is Setting Resin, which ends the process and Sets the Traits onto the item of Gear. You are also very likely to want one or more type of Boon Compound to apply Boons, unless you are wanting to create something very strange! There are numerous other types of ingredients you can use to control what Traits you get and how powerful they are.
    • All Centraforge ingredients are crafted in an Extractor.
    • There are various attributes which affect your chances of success in the Centraforge: your Intelligence, Vitality and Power. The Gear’s Flexibility. The Centraforge’s Power.
    • Your Intelligence, the Gear’s Flexibility and the Centraforge’s Power all influence the Effectiveness of the Centraforge session. The higher the Effectiveness the more Boon points get added and the better the Boons will be. Getting a successful result with low Effectiveness will demand high-quality ingredients and a steady nerve.
    • Your Vitality determines how much Stability the Centraforge session has. Using ingredients will reduce the Stability, if it ever reaches zero the Gear and all used ingredients are disintegrated. Keep an eye on the Stability!
    • Your Power determines how much Vigour the Centraforge session has. Vigour is used up when using some ingredients. There is no penalty for running out of Vigour, apart from not being able to use ingredients that need Vigour.
    • All the attributes that affect a Centraforge session are captured at the beginning of the session based on the person who started the session. Increasing the attributes during the session will not have an effect until the next time Centraforging is started.
    • You can Centraforge a smart stack of Gear, in which case all the items get the same Traits (good or bad).
    • Weapons and tools have been rebalanced to be less extreme in their original form so there is more fun to be had adding the extra features in the Centraforge. This also means that there is more choice of the type of weapon you want. For example it used to be that if you wanted to do Blast damage you were stuck with the 5 shot pattern of a Diamond Slingbow, whereas now a standard Diamond Slingbow is pretty standard, but using the Centraforge you can make it multi-shot, do damage over time, apply status effects, do more damage, fire quicker, or some combination of all of those things.
      Right-click menu of items now shows the stats including the characters attributes, and breaks down what things have affected the final value.
    • Please note: the weapon and tool balance is still work in progress, and will change further with the new skills and skill balance. Please bear with us while we get this right. Feedback on balance is always appreciated.
  • New doors and trap doors with recipes added. Material progression for wood, stone, metal and gleam. Each has a plain, stylish and ornate version. All the non-metal doors are fully tinted, whilst the metal doors are constructed from copper/gold/iron/silver/titanium and will be coloured to match the metal they are created from. You can continue to mix doors of different colours together, but doors of different “type” will not merge or interact as a single door (and thus can be stacked on top of each other instead!).
  • Tweaked the drop attraction for the forge, including removing the lag in picking things up.
  • Reduced the number of Beacon Fuel types to 3 (from 5) with the basic one giving 28 days / 4 weeks of fuel. The aim of beacon fuel is to maintain the activity of the world and clear away retired players. The intention isn’t to punish anyone. Based on feedback we’ve increased the minimum duration from 2 to 4 weeks.
  • When a block drops a bonus item (e.g. flint) the block no longer drop itself too. This is to better protect against macros placing and harvesting the same block repeatedly.
  • Clamped the biggest portal needed to be 24 blocks.
  • Added the Forge:
  • Improved explanation of Centraforge Effectiveness.
  • Re-balanced Flexibility, Vigour and Stability.
  • Added tooltips to Centraforge GUI to help explain what all the elements mean.
  • Fixed trait names and descriptions.
  • Speed up animations.
  • Centraforge ingredients now show correctly in the Knowledge screen.
  • Gear now has a rank value which shows how powerful it is. This goes up and down based on it’s forged traits so that you can compare forged gear against basic gear.
  • Additional logging added to help diagnose miss-prediction in the forge. If you see it please send in your log file in.

Creatures + Combat + Characters:
  • Creature projectile fix that stopped them hitting you when you were at too different a height to them.
  • Cuttletrunk rapid homing attack speed is been reduced.
  • Tier 3 Spitters now use their shotgun attacks.
  • Added a starvation status effect. When the hunger bar is at its lowest point the starvation effect is applied. During starvation the character will take damage. Eat some food to remove the starvation status effect.
  • The skill-based player light source has been positioned away from the players head a short distance infront and above (but forced to never go into the world geometry) to provide better lighting results.
  • The skill-based light will now automatically scale its strength so that it is disabled when the player is already in a bright enough environment (eg outdoors in the day time) to help prevent unnecessary extra lighting from over brightening the scene or hand-held items.
  • Lava
    • Can now swim in lava (try it!) , with movement roughly half the speed of in water.
    • Lava will be correctly rendered from the underside now, and includes a dense fog when under the surface.
    • New skill System
      • The skill system has been overhauled to be more understandable, streamlined, have more meaningful choices and overall be more EPIC.
      • Skills are laid out on the screen in a clearer and more concise way, so it’s easier to find things.
      • There are now two types of skills: basic and epic. All basic skills cost 1 skill point and all epic skills cost 5 skill points.
      • Basic skills can have a number of levels (i.e. you can buy them more than once to increase their effect), whereas epic skills you either have or you don’t have.
      • Some epic skills force you to make a choice – if you choose one skill, it locks out another skill. (e.g. if you choose the Rage Epic skill then you can’t choose the Focus Epic skill).
      • Some of the Skill changes:
        • Removed the basic early skills: Compass, Entity Info, Can Creep.
        • Mastery streamlined, so there is no more difficulty and it is purely additive.
        • Crafting skills now categorised more understandably and interim ingredient recipes are available to all. Recipes are gated based on a Skill “Level” which can be increased by both basic skills and epic skills.
        • Rapid Fire and Charging are now purely based on skills and not the weapon type. So if you buy the Rapid Fire skill then all slingbows will rapid fire.
        • There is now a skill which allows you to dig up surface resources (i.e. Plants, Fungi and Boulders) and replant them.
      • KNOWN ISSUE: Rage and Focus are not currently working after the skills change, this will be fixed soon.
    • Skill sets allow characters to quickly switch between the most appropriate set of skills for the current task.
      • A maximum of 100 skill points can be spent in each skill set.
      • Skill sets can be purchased for Cubits in the Exchange.
      • Each character may have up to three skill sets unlocked.
      • Skill sets can be switched once every 15 minutes, or freely whilst inside your home beacon.
    • Updated exotic creature. Exotic creatures now have extra stat buffs. In addition all creatures can now be exotic.
    • Defeated penalty changes:
      • Your items are no longer damaged when you are defeated and return to the sanctum.
      • Defeat Penalty no longer reduces your character’s stats or abilities.
      • Instead Defeat Penalty applies an XP debt of 10% of the total XP required to reach your next level.
      • Whilst you have debt 50% of the XP you earn goes to paying off the debt, the other 50% is earned as usual.
      • Debt is reflected in the Defeat Penalty status effect. Instead of decreasing over time, the bar will decrease as your XP debt is paid off.
      • Once the debt is fully repaid Defeat Penalty is removed and you no longer suffer the 50% XP penalty.
      • When defeated your warp will open at a random distance from the point at which you fell. Returning to the Sanctum normally will open the warp at the position you left from, as before.
      • When defeated your default warp back from the sanctum will now open a short distance from the point at which you fell. The purpose to respawn players back into the environment outside of the location where you fell. For example, you’ll now respawn away from the meteorite event. Manually returning to the sanctum will continue to open the warp at the location you left from.
      • Reviving ignores the XP penalty. It is applied when returning directly to the sanctum from defeat.
      • A hunger penalty is now applied on defeat.

Sanctum + Tutorial + Objectives + Progression:
  • Adventurer backing tier now get a lifetime 10% beacon plot bonus.
  • Wayfarer and higher backers can now craft a special Founders’ totem in the workbench. The tool is designed to be a helpful quality of life improvement without being overpowered. The totem is as effective as similar material hammers, axes, and shovels - so you get 1 tool that is as useful as 3. But it’s not overpowered as there are still higher material versions of the individual tools available. It’s basically the Boundless Spork.
  • 150+ new Objectives have been added. There are now 25 objectives for each category which aims to showcase all areas of the game to players. The aim of the objectives is to guide the player through everything the game has to offer.
  • 60 new Steam achievements have been added. These are visible on the Steam page, although some are hidden for players to discover themselves.
  • Rewards for objectives and feats have been adjusted.
  • Earlier feats are now more rewarding and higher tier feat rewards have been reduced to balance out the earning rate.
  • Objective rewards have been adjusted due to the amount of new objectives.
  • Beacon Plots are no longer awarded when you level up. You’ll receive Cubits instead which can be used to purchase plots in the Exchange.
  • The number of plots in a beacon no longer contributes to prestige. In past releases adding plots would directly increase the prestige of a beacon. This is no longer the case. However you may still notice the prestige changing up and down when additional plots are added, this is because natural resources can sometimes contribute to prestige and the number of plots can also change the overall balance of the beacon contents.
  • All Objectives have been reviewed, tweaked, polished and fixed.
  • Increased skill point cap for each skill set to 100.
  • Skills points given changed to 4 at level 2 and 2 each level beyond that. This means that 100 skills points are collected by Level 50, 200 skill points by Level 100, and 300 skill points by Level 150.
  • New characters now start with zero plots.

GUI + HUD
  • Quick move and augment-ejection improvements:
    • When ejecting augments from an Atlas/Totem/Slingbow, the augment will try to stack with existing items, or stack inside existing smart stacks, or create new smart stacks, before ever trying to fill an entirely empty slot in the inventory.
    • When quick-moving items between inventories, this will also apply, as well as ensuring that whenever possible the entire item or smart stack of items that is being quick-moved, will be entirely moved rather than only partially. This makes quick-moving especially much more useful as it will prevent the inventory getting too spread-out, keeping it as compact and flat as possible.
    • Improved quick-moving in furnace and portal GUI screens so that you can quick move into either inventories (automatically picks the correct one), machine outputs will also quick move into the machine inputs when the backpack is full instead of just failing.
  • Fixed the beacon-colour screen hiding the item that is referenced when dragging it onto the colour slot.
  • Stop some news flashes from queuing up (entered world, entered settlement and meteorite discovered).
  • Added action logs for entering a world, entering a settlement, and levelling up.
  • Quick use auto-switch on modify is disabled when modifying the quickuse bar of a hand that has a deployed grapple, except when modifying the grapple item explicitly.
  • Contextual messages have been added to the Knowledge panel.
    • Contextual messages (or tips) can now be learned by holding the corresponding button when the tip is on the screen.
    • This removes the tip and prevents it from appearing again.
    • The tip is added to the Knowledge menu in the Tips section.
    • You can select the tip to see more information and allow the tip to appear on the screen again if you need.
    • New contextual messages have been added for the Forge, Chat System, Compacting Fuel, Fuel Types, Beacon Fuel and many more.
  • Added phrases to chat.
  • Increased height of expanded chat.
  • Fix incorrect lighting and effects when picking up torches in to smart stacks.
  • Improved visuals on the loading screen.
  • Added splash screens at the start of loading (game is loading while showing the splash screens).
  • Added full D-pad support to the GUI.
  • Fixed the knowledge screen scroll bar to not be so small.
  • Fixed escape/back to work for all GUI screens and popup windows.
  • Fix for clicking on a button in the GUI sometimes going through into the game and placing a block.
  • Added placeholder credits and licenses tabs to the support screen.
  • Improved performance when playing with many other characters names on screen.
  • New Hints and Tips have been added to highlight new features and some existing features to players. These include tips about the Exchange, how to unlock plots, health bar colours, eating food and many more. Gotta learn them all!
  • Chat now has a selection of fixed phrases to save typing, or to communicate with someone who doesn’t read your language (when we add translations of the text). Please let us know which phrases you think are useful and what would be helpful to add.
  • When you complete an objective or feat you no longer automatically receive the reward. Instead you now need to collect the rewards from the Exchange. If you have multiple rewards you can use the quick collect option to collect all available rewards.
  • Now when you level up, you no longer receive plots. Instead you receive Cubits which you can use to spend on plots or other items in the Exchange.
  • When you level up after 50, you’ll now receive Skill Points which can be used to upgrade a Skill Set when Skill Sets are available.
  • Fix objects vanishing in some locations.
  • Split the game menu into 2. Game menu and character menu.
    • With keyboard open the character menu by pressing TAB.
    • With PS4 controllers open the chat window with touchpad left and the character menu with touchpad right.
    • With Xbox controllers open the character menu with back.
  • Added Exchange screen where players can:
    • Collect the rewards they have earned
    • Buy extra beacon plots with Cubits.
    • Buy extra skill tree sets with Cubits.
    • Buy extra character slots with Cubits.
    • Buy appearance tokens with Cubits to customise the character appearance.
  • Item and block tints are now displayed in the tooltip and expanded details text in the GUI. The tints have all been assigned names separating them into families of base colours and shades thereof.

SFX + Music
  • Added underwater audio.
  • Added grass effects.
  • Added wind effects.
  • Added additional music.

Engine
  • New weather and clouds system. There is a new environmental weather system (data setup still ongoing) which enables weather and ambient effects to differ across both worlds, different biomes of a single world, within caves and the fluids of a single world.
  • This is all driven by a weather simulation on the server driven by the biomes and distributions within the world itself so that all worlds will have their own unique weather patterns.
  • The weather simulation also drives the new cloud system which will tie together with the weather effects allowing overcast skies and fluffy clouds that evolve dynamically and appear the same to all users, but varies around the world.
    • If the weather looks overcast to the East, then if you head East the weather will get worse.
    • If the weather looks clear to the West, then if you head West the weather will improve.
    • If you see elemental clouds to the North, then GO SOUTH!
  • As part of this (once data is fully set up) we will have new elemental effects on higher tier elemental worlds as part of the atmosphere damage system and new per-biome sounds.
  • The clouds are volumetric and ray traced, and fully procedural with semi-realistic lighting effects especially as the sun or moon shines through them.
  • Ambient effects will also vary by biome and time of day.
  • The full weather system requires additional world data that will only be available when we generate new worlds. (Coming soon!) For the current worlds which don’t have the per biome information the simulation still runs but without the specialisation per biome and hence will continue to seem thematically out of sync, ie. snowing in deserts.
  • Further HDR lighting tweaks.
  • Rendering pipeline update for proper sRGB support. Visually, this gives us more accurate lighting and HDR which now uses a filmic tone-mapping operator, but has required world lighting to be rebalanced.
  • All the day/night cycles now have brighter lighting. This makes the worlds feel richer and means light sources, especially gem torches have improved lighting balance in daylight.
  • All particle effects are now lit by the world correctly including hand-held and block-lights, with the exception of some gigantic effects like those of the meteors which are rendered too far away, and too large to be correctly lit. With the much larger dynamic range of lighting in the worlds now, it was no longer possible to fake good lighting for the effects across the day/night cycle leading to effects either being too dark during the day or far too bright at night or in the darkness of caves etc.
  • Fix the horrible looking artefacts around foliage in trees/grass around the foliage fade distance and improve the way the foliage “fades in”.
  • Improve foliage rendering to mostly remove the obvious discontinuities in the lighting of tree foliage geometry (foliage now has per-vertex normals). Additionally, the grass-foliage will now blend well with the ground lighting-wise even if “Smooth Normals” is disabled in the graphics options.
  • General ray-testing has been tweaked so that in most cases, you will ray-test “through” non-collidable meshes like plants or torches, so that when placing blocks, or interacting with objects or chiselling, you will not have these non-collidable meshes getting in the way. When using a melee-item like the totem or shovel etc, then you will of course ray-test against these meshes as otherwise you’d not be able to break them! This also applies to HUD displays of blocks which will ray-test with these non-collidable meshes too so that you can actually see what mesh you are hitting. This is more-so a performance improvement now that the ray-testing is much more expensive for these kind of meshes, but hope you would agree is a gameplay improvement too in general.
  • Allow water/lava to flow into open-warp/portal block spaces so that underwater/underlava portals wont look stupid any more, now that water/lava have independent fog it is now fairly clear that you “are” about to walk into water/lava even without seeing the water/lava plains so is okay to allow this now. “existing” portals will not suddenly have the water/lava flow into their spaces, but if you place/destroy blocks above the portals it will trigger the simulation and it will flow into them. Water/Lava will not flow “through” the portal into the other side (that would be crazy!) but will flow through the backside of the portal at the same location as though the portal was not there at all.
  • Fog:
    • Volumetric fog now works correctly in dark areas (deep underwater, deep in caves) to correctly “black-out” the world when the fog is dense.
    • Transmission properties of the fog corrected to ensure fog falls off correctly, and that the non-volumetric and volumetric fogs work together correctly and that volumetric fog can correctly occlude god-rays/lens-flare.
    • Artefacts visible in water around obstacles in the foreground during heavy fog largely resolved.
    • Fix for some particle effects using additive blending to correctly fade into the fog.
    • Fix for some rendering (beacons/translucent props) not fully sampling fog correctly.
  • Portals/Physics
    • Fixed a physics issues in continuous collisions that was able to force you into the geometry sometimes.
    • Prevent impact-damage in the few frames following a jump to prevent getting damage from slamming your head into corners with full skills unlocked.
    • Fix issues with portals that caused non-smooth transitions when moving quickly through portals that have walls behind them in the original world and some other internal issues that could lead to jerky transitions.
    • Improve water through portals, so that oceans don’t recede massively into the ground as you approach a portal, its not 100% fixed, but far improved. A side-effect is that more complicated setups of water with slopes/crafted blocks will z-fight more than before when looking at them through portals.
    • Fix issues with items in your hands popping out for 1 frame as you go through a portal.
    • Fix some edge-cases in portal transitions where when moving very quickly or interacting with steps, or during mispredictions, you could easily end up on the wrong side of a portal (transition when you shouldn’t, or vice-versa).
    • Fix crazy rubberbanding caused by going through a same-world portal/warp with grapples attached.
    • Fix some minor misprediction issues if moving through water or on slippery surfaces like ice, at the moment as you come to stop where the server would stop you earlier than the client due to sleep logic only applying server-side.
    • Fix some internal issues that would cause the player physics to not idle correctly whilst hanging from grapples.
    • Fix rubberbanding caused by grappling a charging wildstock.
    • Fix some rubberbanding that was possible if moving very quickly through the world due to chunk-meshing blocking resources from physics-mesh creation. If you have a very very complex chunk on a slower computer, it will still be possible, but should generally not be a problem for any hardware good enough to play the game at all.
    • Fix for a bug on the server that could cause certain blocks to not be collidable on the server but still collidable in the client that could cause weird mispredictions and falling through blocks.
    • Fix a bug in the server that could cause physics to get out-of-sync if water/lava was flowing at a reasonable distance from any player/creature.
    • Further improvements/fixes made to the stepping behaviour, you should find you can more accurately go up steps even at more shallow angles and lower speeds now. This also fixed behaviour on ice when “hugging a wall” where you would move too quickly and sometimes pop up and down a bit as you moved. This also had a slight impact on the auto-climb behaviour, but not in a way that is hopefully noticeable at all.
    • Improve behaviour of slippery surfaces so that when transitioning between 45-degree angles from slopes to flat ground and vice-versa the speed of the player will be largely retained. This is a pretty unrealistic change to the physics, since a 45-degree collision should realistically reduce your speed by a factor of ~30% purely from the collision itself, but this change makes slides way more interesting to work with and also actually improves behaviour even on non-slippy surfaces so that as far as the players speed is concerned, the world behaves as though its actually smoother than it really is in the geometry when transitioning slopes. This change is reflected in the impact-damage calculations too, so that even if you hit a 45-degree transition at high speed, if the surface is slippy enough (like the special Slide block or Ice blocks to a lesser extent) then you will also not receive impact damage so slides should damage the player less too! This does not mean that slippery blocks have no impact damage at all, if you land vertically onto a flat slide then you will still end up with impact damage and lost speed, you have to hit the slippy surface at a shallow enough angle to trigger the new behaviour.
    • Little bit of polish for the buying-plinth to have half-block physics and for doors to have thinner physics extents making it easier to walk through single-wide doorways.
  • Removed terrain-saturation/brightness noise for gem/metal blocks, looks more sensible to only have the noise on natural blocks, and means these blocks now look much more visually similar to gem/metal tools and weapons.
  • Improved the terrain-saturation/brightness noise so that it can accurately reproduce the original colour in-world as well as the two additional shifted shades, a deficiency in the implementation prior meant that it would never actually produce the original colour leading to inaccurate shades in the world.

World Builder
  • Block colours and world palettes have been fully revamped to enable the generation of extremely varied worlds.
  • Instead of individual colour palettes distributions per block, there is now a single global root palette of 255 colours generated to evenly cover all hues with a wide range of luminance and saturation. This means there will no longer be 2 colours of a block that look exactly the same but wont stack, and allows us to assign all the colours sensible names in a future. The root palette is then customised per material.
  • This structure will also enable in the future extracting pigment from one material and transferring it into another. If Red Gleam is hard to find, then extract the red pigment from some Red Foliage which are bountiful and dye another plentiful gleam red. This system would also support mixing pigments to synthesis hard to find pigments.
  • This doesn’t mean that Red Gleam will be visually identical to Red Foliage. Each block material is still customised to make it’s individual interpretation of red unique, interesting, and fitting for the material.
  • This system introduces a large amount of new logic to the World Builder with new nodes to define recipes to generate a palette of colours for a world that will then be assigned out of the 255 base palette instead of manually picking colours (this will be used to get ‘procedural’ coloured worlds for all new worlds in future) and also now drives creature colours so we have a way in future to have coloured drops from both blocks and creatures if we wish.
  • Existing worlds and inventories will all migrate automatically to the nearest colour in the new palettes so you will find all colours subtly change.

Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.
  • Breaking any machine during crafting will destroy the ingredients in use.
  • Machines sometimes stop crafting after reaching 0s from the Currently Crafting list.

More bug fixes can be found on the Official Forum.
Boundless - SamF


Hey everyone,

We’re excited to finally announce the release date for Boundless 1.0. The official launch of the game will take place on Tuesday, the 11th of September 2018, releasing simultaneously on both PC and the Sony PlayStation 4.

Boundless will also be available to pre-order on the PlayStation today.

Wonderstruck will self-publish on the PlayStation, and our partners at Square Enix Collective will publish on the PC.

We've prepared a full FAQ over on the forums, as we imagine there's plenty you'd like to know: https://forum.playboundless.com/t/boundless-1-0-release-date-announcement-and-faq/14185

It’s a massively exciting time for Boundless, and we can’t wait to explore the universe we’ll create together.

Thanks for reading, and remember to Be Bold, Be Remarkable, Be Boundless…

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

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

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

Overview:

Unofficial release overview by Jiivita

Balance, Fixes, and Polish! | 191 Release Overview | Boundless

Consider supporting him here.

Release Notes:
  • Crafting + Resources + Equipment:

    • Allow blocks to be placed where a creature has died as long as the client placing the block has collected drops from the creature (for other people watching who have not yet collected the drops, the creature will be forced to move out of the way the way block drops already do when placing blocks).
      Standalone sign pieces (the smaller, non-combining ones) will now act like torches, and longer remain in place when the block they were placed on-to is removed.
    • Open portal conduits now count towards a beacon’s prestige.
    • Crafting can now preserve input items (for example buckets of water are now outputted as empty buckets).
    • Fix for crafting input items, output items and spark being lost if the machine output inventory is full.
    • Equipment wear:
      • Tools now only take wear damage if they impact something.
      • Spanners now only take wear damage if they do any amount of repairing.
      • Buckets now take wear damage each time they are used as a crafting input.
    • Fix an issue that would cause 2 blocks to be placed for one mouse click at high block placement speeds.
    • Another fix for portals that won't close when one side of the portal has somehow become dormant.
    • Fix for grapples staying connected (to mid air) when looting creatures.
    • Fix for crafting elemental shielding recipes using furnace if they require more than two ingredients.
    • Beacon footfall is now affected by an additional two factors:
      • The prestige of the beacon itself in addition to settlement prestige. The settlement prestige sets the maximum potential footfall you can receive. The footfall you receive scales with your beacon prestige. After a threshold prestige you gain the full reward. Currently this threshold is 5000. This is designed to ensure players have to build something to gain footfall.
      • You will receive less footfall the longer you are away from your beacon. We allow 7 days in which your reward will not be reduced. After this time the footfall reward will reduce daily linearly. Your beacon will be classed as visited if you have entered the beacon or the settlement it is in.
    • Recipe Balance Pass:
      • Spark and Power:
        • Reviewed and tweaked spark costs for all recipes.
        • Reviewed and tweaked power costs for all recipes.
        • Rounded Spark costs to make calculations easier.
      • Brews:
        • Reduced some input requirements and doubled output for brews to make them more affordable.
        • Added missing oil input to luminous brews.
        • Increased effects of all healing brews.
        • Increased effects of all recovery brews.
      • Food:
        • Rebalanced food energy recovered to make sure cooking higher level foods is more worthwhile.
        • Fixed the elemental shielding food recipes.
      • Augments:
        • Reduced input requirements for level 1 and 2 augments to make them more affordable.
        • Increased the input requirements for level 3 augments, and made them more powerful.
      • Engines:
        • Made advanced engines more expensive so that instead of being a cheaper way to get additional power, they are used to unlock higher level recipes and get better efficiency out of the machines at the high end.
      • Furnaces:
        • Added flint as an ingredient of furnace bases and crucibles.
        • Made the iron furnace take half the time and half the fuel of the stone furnace, and the titanium furnace take half the time and half the fuel of the iron furnace.
        • Gave each furnace recipe a value for how much fuel it needs rather than a flat cost for everything.
        • Increased some higher end furnace recipe times to take into account the faster furnaces.
        • Rebalanced fuel values to make higher level and compacted fuels more worthwhile.
      • Drops:
        • Increased the drop chance of orbs from surface resources.
        • Decreased the drop chance of flint, opal and rock salt from surface resources and rocks.
        • Increased the number of drops and drop chance from rarer surface resources.
      • Wear:
        • Rebalanced the amount of durability that each machine and engine has to be lower for the early game and higher for the later game.
        • Rebalanced the amount of durability that spanners fix to give more contrast between the different materials.
        • Rebalanced the amount of durability removed by recipes to be higher for longer duration recipes.
        • Made Engines, which always have more durability, wear down over the same amount of time as the machine they are attached to.
        • Removed the need to use the right type of spanner on engines. All spanners work, but the matching gem type spanner is more effective.
      • Misc Recipes:
        • Rebalanced Fresh Vital Essence recipes from creature drops.
        • Reduced the copper needed to make copper weapons and tools.
        • Reduced the input requirements for Starberry pie.
        • Reduced input requirements for glue.
        • Added missing Fresh Vital Essence recipe for Wildstock Trophy
      • Misc Other
        • Increased the drop rate of seeds from grass, and made Luck have an effect of the chance of dropping.
        • Increased the max stack size to 100 from 99.

  • Creatures + Combat + Characters:

    • Creature projectiles (that are not homing projectiles) will feel the full force of gravity once touching water so that spitter projectiles shot from within the water will not just continue moving in a straight line slowly once they leave the water…
    • Fix for charging slingbows not charging if the mouse is clicked before the previous fire action is complete.
    • Removed knock-back from player healing and cleansing bombs.
    • Fix for still playing fuse audio when the player started throwing a bomb but changed items before throwing it.
    • Fix for fuse burn showing on bombs after the player started throwing a bomb but changed items before throwing it.
    • Fix ruby slingbow bolts turning backwards when fired in water.
      Fix for bombs not showing damage/healing numbers if they explode more than a second after being thrown.
    • Fix for all status effect damage/healing (poison or drowning damage) being shown for other entities.
    • Fix for bomb damage to creatures not displaying if the player is looking at a damaged block.
    • Fix for damage not showing on creatures as they die.
    • Fix grapple reel-in not working after being revived.
    • Fixing various issues with creature animations and rotations with respect to beam and projectile attacks across varying latencies to the server:
      • Fixing projectiles to always come out of the “mouth” of the creature correctly between normal and lobbed shots.
      • Fixing the beam to allows come exactly out of the “mouth” of the cuttletrunk also.
      • Fixing the projectiles to always fire (ignoring pitch) exactly along the direction that the creature is facing, so projectiles will never shoot out from behind/the side of the creatures.
      • Fixing the beam to always be firing exactly in the direction the cuttletrunk is facing.
      • Fixing an issue where projectiles and beams could fire from “mid-air” when the creatures moved too quickly after finishing the attack.
      • Fixing an issue with the animation rates not being applied correctly in all cases for the clients animation of the creatures for various attack, and many issues to do with synchronisation of the animations with the attacks client-side or animations being finished too quickly during projectile attacks.
      • Fixing issues with ribbons from projectiles often rendering suddenly back all the way to the creature when the projectile is destroyed.
      • Fix issues with rapid-fire attacks from spitters that shoot projectiles one after another in an arc, so that the creature visually rotates for each of the distinct shots.
      • Prediction of damage from creature attacks fixed (not sure when broken…)
    • Augment loading improvements.
    • Smart stacks of augments can now be dragged onto a slingbow/totem. The first augment in the stack will be loaded as if you had dragged it directly.
    • Augments held in your hand can be loaded into the slingbow/totem in your other hand by using them.
  • Sanctum + Tutorial + Objectives + Progression:

    • Feats around travelling through portals have been disabled as players were using slides to grind them. New feats will be added at a later date.
    • Fixed not being able to warp to the temporary home you get during the tutorial before you place your first campfire.
    • Moved Core objectives to the top of the Journal.
    • Added an objective in the tutorial to teach players about consuming food to restore stamina.

  • GUI + HUD:

    • Added a wear bar that replaces the health bar of machines, furnace, spark core and forge power coil blocks if they are on full heath.
    • Fix for character briefly adopts first-person pose when opening a GUI menu just after exiting the Sanctum.
    • Fix for occasional client crash when opening a GUI menu just after exiting the Sanctum.
    • Fix for occasionally showing massive stamina numbers after walking through a portal.
    • Fixed details in Places GUI for temporary home locations.
    • Fix an issue that could cause inputs to sometimes get stuck when moving from error screens / loading screens to the main game view.
    • Removing the ALL filter from the Journal and it now defaults to available.
    • The Beacon Console screen will now give a proper reason for why there is no settlement, rather than assuming it is due to lack of prestige. In addition the settlement algorithm has been adjusted to require a chunk to have a certain number of plots rather than a certain number of plot columns which caused towers to be biased against treating them as roads. There is likely to be further iteration here in future, but this should improve the feel for players.
    • All dialogue windows now use a dynamic layout ready for changing text sizes with localisation.
    • Removed the trade complete dialog (the next screen now has trade status “Completed” instead).
    • Various clean up of the trading screen.
    • Fixes for incorrect spacing on some GUI screens.
    • Added support for the delete key in text boxes.
    • Improved the movement key input in text boxes.
    • Fix for showing ingredient recipes in the knowledge screen.
    • Fix for missing beacon fuel text.
    • Smart stacks are now accessible in shops.
    • Parental controls have been added, these setting include:
      • Added an optional prototype profanity filter. Filter can be disabled in the options.
      • Option to limit if a player can see all, friend only, or no in game chat.
      • Option to limit if a player can see all, friend only, or no names and sign text.
      • Option to limit if a player can add friends.
      • Option to limit if a player can trade.
    • Added a new report screen for reporting other players or locations:
      • In the game menu to report players, beacons, locations and other issues.
      • The report player dialogue will autofill the character name with the last player you looked at (it can still be edited).
      • The chat report button now uses the new report dialogue.
      • All dialogues have optional additional details to fill in.
      • Players and signs can now be reported by interacting with them.

  • SFX + Music:

    • Added elemental slingbow and charging effects.
    • Lowered the grappling volume.
    • Additional item sounds.
    • Make first person running footsteps faster than walking.

    Engine:

    • Updated network connection initialisation to avoid a potential stall when a user has poor responses from name servers.
    • In cases where the client is unable to spawn correctly through a portal or warp (The only times this can really happen is with a flat portal where there is no space available on the other side to be able to stand), the client will now be kicked and sent back to the source side of the portal via the sanctum, instead of allowing the spawn to jump somewhere else… e.g. into lava or possibly very far away.
    • Fix a case where the world nearby would not load a quickly as it should.
    • Fix lava looking inconstant across different level of detail.
    • Optimisations:
      • Improve performance when many other players are around.
      • Improve performance around machines.
      • Avoid rendering reflections when water is not actually visible.
      • Added a dynamic occlusion system. Mainly helps around build up areas, usually > 10%, sometimes significantly more.
      • Decreased server to client network load by only sending damage data required by the client.
      • Decreased server to client network load by only sending region and settlement data when they change.
      • Decreased server to client network load by not sending entity hitboxes or scales.
      • Improve performance when there are many campfires/beacons in view for their particle systems to be shared.

  • Server:

    • Universe server re-written in C++ for much better scalability and ability to optimise even further in future.

  • World Builder:

    • Fixed an issue in the world builder when manipulating a prefab that is connected to the root of the graph that would cause the client to teleport into the middle and get stuck unable to move.
    • Fixing cross-platform issues in world builder, all folders/file paths within the config folder must now be lowercase, and a migration that will run the first time you open a file will ensure this including moving files/folders within the config folder on your computer, so be warned! From now on, the worldbuilder will not allow you to save files unless the path within the config folder is only lowercase.
    • Improve the way gradients work in the world builder to prevent areas on the side of extremely steep cliffs being classified as low-gradient.
    • Fix an issue in world builder computing the smoothed depths of surface elements which will have a minor effect on instance spawns that limited themselves to certain depths (depths were over-estimated somewhat before this fix)
Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.
  • Grapple tools not working correctly when winding grapple up or down after grappling block drops.
  • Natural crystal base doesn’t have a mesh and can stick out from storage.
  • Other players sometimes appear to not be have any items in their hands.
  • Request Baskets may indicate that there is not enough coin when the total value of sale is just less then the Request Basket Budget due to tax.
Release 192.1:
  • A number of description strings have been updated.
  • Fix an issue where PC’s which are very slow loading the game could fail authorisation via Steam.
  • Fix crafting output not saving.
  • Fix crash moving items in quick use.
  • Fix slow connections to Steam timing out
  • Fixed an issue where existing worlds were referencing the wrong creature configurations.
  • Fixed an issue where the tiers were 1 level higher than intended.
  • Pipes have been renamed to Links and Engines should now appear as Power Coils.
Release 192.2:
  • Fix elemental creature spawning.
  • Fix crashes due to earthyam soup.
Release 192.3:
  • Added support for gifting lost items.
  • Fixed an exploit where you could duplicate buckets.
  • Fix buff timers reset on portal transitions.
  • Fix incorrect orb sizes in storage.
  • Fix a crash tracking other players.
  • Fix a crash with legacy items.
  • Remove qubit / qbit references when levelling up.
Release 192.4:
  • Reduced the amount of Fibrous Leaves needed to make Sackcloth from 3 to 2.
  • Rebalanced wear amounts for recipes, so that small single crafts take more wear, but large bulk and mass crafts take far less.
  • Fix a crash with beacon plotters.
  • Fix a crash with rewards.
Release 192.5:
  • Fix tutorial progress sometimes being lost when exiting the Sanctum with a new character.
  • Changed amount of items required for the campfire tutorial to match the recipe.
Release 192.6:
  • Fixed left quickuse radial item placement issue.
Cross posted from Devlog Forum
Boundless - vdragon
This update is accessible via the “Live” release of Boundless on Steam.

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

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

Release Notes:
  • Crafting + Resources + Equipment:
    • Allow Atlases to be locked to a world even if no regions are yet discovered.
    • Reduced the number of Fibrous Leaves needed to craft sackcloth from 5 to 3.
    • NOTE: a large review of all crafting balances is happening once the forge is released.
  • Creatures + Combat + Characters:
    • New feature: ASSISTANCE SCANNER
      • Players who want to support their comrades in battle now have more feedback about who needs assistance. The assistance scanner will highlight players on and off screen who need support. This feedback is essential when in a chaotic battle.
      • Added new exploration skill “Assistance Scanner”.
      • Assistance Scanner skill will show nearby players who are dead or have depleted health so they are easier to find and clamp this to the edge of the HUD.
      • Players now have less detail above their heads unless you aim directly at them.
      • Player icons can now be seen through walls.
      • Player information now has a greater range.
      • The scanner now only shows above the creature you are aiming at.
      • The scanner now always shows creature health (you don’t have to hit a creature to see it’s health anymore).
      • Increased time for creatures to show they feel threatened by players.
      • Creature icons pulse when they feel threatened by the player.
      • Creature icons now only go red if they are attacking the player (previously they would go red if they were attacking anybody).
  • GUI + HUD:
    • Tool tips are now prioritised so that for example swimming controls are now more important than low health.
    • Added a tool tip to tell players to try another world if their current world goes down.
    • Added a wear bar that replaces the health bar of machines if they are on full health.
  • Engine:
    • Fix bombs slowing down the game when damaging lots of blocks.
    • Optimise the world meshing by ~25%.
  • Bug fixes:
    • Fix bug which allowed mixed item types in a Smart Stack.
    • Fix for Atlas “ammo” being swapped into an incompatible Smart Stack.
    • Fix for dead players having the wrong name.
Release 190.1:
  • Fixed an issue where the HUD would freeze when closing, often triggered whilst switching character or transitioning portals.
  • Fixed an issue where the server would pause processing expired status effects.
Release 190.2:
  • Fix an issue in the rendering-order of multiple particle systems that could cause random flickering in some effects as their sorting order changed.
  • Increased chance of dropping leaves, beans, fragments and some other drops so you always get at least one.
  • Speed up request basket price list setup for large item lists.
Release 190.3:
  • Fix for crashes when changing equipped items.
  • Fixed an issue with some portals not closing correctly.
Cross posted from Devlog Forum
Boundless - vdragon
This update is accessible via the “Live” release of Boundless on Steam.

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

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

Release Notes:
  • Crafting + Resources + Equipment:
    • Allow Atlases to be locked to a world even if no regions are yet discovered.
    • Reduced the number of Fibrous Leaves needed to craft sackcloth from 5 to 3.
    • NOTE: a large review of all crafting balances is happening once the forge is released.
  • Creatures + Combat + Characters:
    • New feature: ASSISTANCE SCANNER
      • Players who want to support their comrades in battle now have more feedback about who needs assistance. The assistance scanner will highlight players on and off screen who need support. This feedback is essential when in a chaotic battle.
      • Added new exploration skill “Assistance Scanner”.
      • Assistance Scanner skill will show nearby players who are dead or have depleted health so they are easier to find and clamp this to the edge of the HUD.
      • Players now have less detail above their heads unless you aim directly at them.
      • Player icons can now be seen through walls.
      • Player information now has a greater range.
      • The scanner now only shows above the creature you are aiming at.
      • The scanner now always shows creature health (you don’t have to hit a creature to see it’s health anymore).
      • Increased time for creatures to show they feel threatened by players.
      • Creature icons pulse when they feel threatened by the player.
      • Creature icons now only go red if they are attacking the player (previously they would go red if they were attacking anybody).
  • GUI + HUD:
    • Tool tips are now prioritised so that for example swimming controls are now more important than low health.
    • Added a tool tip to tell players to try another world if their current world goes down.
    • Added a wear bar that replaces the health bar of machines if they are on full health.
  • Engine:
    • Fix bombs slowing down the game when damaging lots of blocks.
    • Optimise the world meshing by ~25%.
  • Bug fixes:
    • Fix bug which allowed mixed item types in a Smart Stack.
    • Fix for Atlas “ammo” being swapped into an incompatible Smart Stack.
    • Fix for dead players having the wrong name.
Release 190.1:
  • Fixed an issue where the HUD would freeze when closing, often triggered whilst switching character or transitioning portals.
  • Fixed an issue where the server would pause processing expired status effects.
Release 190.2:
  • Fix an issue in the rendering-order of multiple particle systems that could cause random flickering in some effects as their sorting order changed.
  • Increased chance of dropping leaves, beans, fragments and some other drops so you always get at least one.
  • Speed up request basket price list setup for large item lists.
Release 190.3:
  • Fix for crashes when changing equipped items.
  • Fixed an issue with some portals not closing correctly.
Release 190.4:
  • Fix an issue where an out of sync mispredicted client could drop the wrong items from an inventory.
Cross posted from Devlog Forum
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