Okay, so here’s a run down on our current basic plans for finalizing Build 41, and then beyond.
NEXT
We’ve left Linux server operators hanging out to dry a bit over the last two weeks and feel awful about it – especially ones with larger/busier servers.
41.73 came with crashes on Linux servers, and the version with the updated Steam API we put into the Unstable beta in 41.74 turned out to bring in as many issues as it solved.
As such Yuri and Andrei are currently working on another approach that will be going into Unstable beta (and then Stable) as soon as we can muster – which will have the crashes fixed, and should also have increased networking performance and improved connection stabilities for everyone. We’re hoping to conduct an internal test on it tomorrow.
In essence the game will now also use direct communication with dedicated servers, instead of going entirely through Steam’s own networking. This should improve things for all players on dedicated servers – including the Linux servers that were sadly the canary in the coalmine that flagged up the fact that something needed to be done here.
Again, our apologies to those impacted – we are thinking of ways to repair some of the damage done during the outage and appreciate your frustration.
THEN
We have a staging branch backstage that all our coders are feeding aspects of their work that they wouldn’t want people to have to wait until Build 42 for – so no big features, but instead a lot of fixes and balance.
We will also be trying to limit mod disruption and big/controversial changes, as this will be the version that we leave folks with for quite a while when all of us are 100% working on new features alongside the existing 42 team. (Apart from anything urgent we might need to attend to on 41, clearly).
The sorts of things we’re currently testing for this patch include: many and various visual issues with the cutaway system, colour blind accessibility options, better crate highlights, many recipe improvements, better ways for the game to handle car alarms and (hopefully) fixes for sounds cutting out in busy MP situations.
There’s also some new 3D models where we’ve had icon mismatches, new tooltips to better explain what different items can do, weight/encumbrance rebalancing on some items, the lighter/Molotov fix we mentioned last time and many and varied other fixes. We’ve also done some work improving the in-game server browser that we would certainly like to include as well.
There’s a lot of other stuff too, but you probably get the gist. Nothing that’s going to rock the boat, but also enough stuff to keep the boat sailing until we reach the glittering shores of 42.
MAP NEXT
While we can’t and won’t go into forensic detail on which towns and what design themes we’re going for, it’s perhaps time to talk about the next map expansion – which will most likely hit with 42.
Xeonyx and Ayrton are essentially pushing the map out on all sides, apart from beyond the game’s traditional Ohio River boundary.
The map team are returning to fictionalised versions of real places on the Kentucky map – Riverside and March Ridge being entirely fictional. We don’t want to name exactly which ones, but it might be worth mentioning one of them will be Ekron.
The location currently commonly known as Ekron within the community is not supposed to be our version of that place, and (for reasons that will become explicit when viewed on the PZ map) is internally known as Fallas Lake. We will erect a sign in Build 42 to make this information more prominent.
Here’s a few WIP screens of some of our future locations to keep you all going.
ALSO
Other things currently being worked on for B42 inclusion that we haven’t mentioned before are:
The Sound Team are working on sprinter zed growls and screams – our first inspirations here will be the Dawn of the Dead remake but we will iterate until we get it right. Formosa have also created a variety of bullet impact noises (on cars, dirt, glass, plastic, trees, walls and wood) that we will be integrating come 42, alongside the further improvement of the dynamic music system. They will also clearly have their hands full with the cows, chickens, sheep, improved fishing and many and various new post-apocalypse items and actions that B42 will bring along with it.
RJ is currently experimenting with rats, which could also become part of the Knox Event alongside domestic animals. Martin, meanwhile, has been working on animal transportation – namely new trailers and potential new vehicles.
Pat_Bren has been expanding the breadth of different TV and radio channels available to tune into at the start of the outbreak, and is now moving onto some other frequencies that players might be lucky enough to come across later on within the PZ timeline too. Right now he’s added Public Access TV, a Music channel, a Sports channel, a movie channel, a new entertainment channel and a radio station called Upper South Radio.
We can’t remember if we showed it before, apologies if so, but seeing as RJ is back working with his rats – here’s what a PZ rat looks like when it bugs out with human hair.
Thanks all, and thanks for your patience. We’ll see you next time.
This week’s foggy overview from the Universe of Gamer. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us, especially if you’re an Animations Engineer as Christ alive that would be handy? Details here.
The summer slowed us down a bit (sorry about that) but here is another game update. Also, we are currently working on a bigger update for the game, so look out for our announcements.
Changelog:
Beehive icon on crafting table fixed
A number of AI/Spouse have behaviors have been rebalanced to make a better partner
Beehive placement issue fixed
Added a few new NPC's (EXPERIMENTAL)
Added a few new items for crafting (EXPERIMENTAL)
Fixed an issue that prevented spawning of Mechanical Parts in the city
Fixed a few animation glitches on Female player 3
Fixed a rendering issues for the Strawberry Jam in your shop
Fixed a bug that prevented player from entering the Piksli building if they already had a Product Key in their inventory
Fixed a recipe bug where the item did reappear every day
Added s Steam Backup Cloud (EXPERIMENTAL-Not activated yet)
Stealing from NPC at night can yield more money now
We are finally ready to reveal the details for the second issue of the Terraria Graphic Novel Series! Our story starts to ramp up in this issue, as you can probably tell by the cover art shown below! In case you missed our earlier announcement about the series as a whole, you can check out those details HERE, and you can still get your orders in for the initial shipment of Issue One for a little bit longer (details below, but don't fret if you miss the window, check out the note from 50 Amp Productions below!). Our team is once again thrilled with the packages that 50 Amp Productions has put together in support of the Graphic Novel rollout - and we hope you will feel the same way!
IMPORTANT NOTE FROM 50 AMP PRODUCTIONS
There seems to be a little confusion regarding the ordering window and our “cut-off date.” So we wanted to offer a little clarification.
The term, “cut-off,” does not mean that after that date, you will not be able to place an order. We intend for these items to remain available well after those dates. The ordering window is to ensure that we have your item in-stock and ready to ship during our initial shipping windows. Should we sell out, you will still be able to get the items, but there will likely be a delay as we must reorder at the manufacturers.
As shipping has not yet begun for issue 1 boxes, if you see the reveal of the issue 2 items and would like to amend your order, please email us at info@50ampproductions.com and we will be happy to help you. It is very important to us that fans are satisfied and are able to ensure their orders are complete and correct.
We also wanted to take a moment to thank you all for supporting this project. We consider ourselves lucky to work with Re-Logic on this and to be able to offer these books and collectibles to you, the fans. We will be throwing some fun extra goodies into every order from Copper to Platinum as a thank you. Now, on to the details!
As a reminder, we are planning to roll out Issues 1-4 (Book One) over the next few months, followed by a full Book One release to book sellers/retailers as well as available online some time in Q1 2023. Book One will contain all of the first four issues along with a few other goodies (still TBD, but think concept art and other "making of" work, stuff like that). All orders can be placed on the 50 Amp Productions Website - click the cover above to check it out!
Issue One orders start today, but here is the overall expected timeline:
TERRARIA GRAPHIC NOVEL ISSUES 1-4 ORDER WINDOWS
Issue 1: Orders Open - August 11 --- Orders for Initial Shipment Close - September 12 Issue 2: Reveal Date - September 1 --- Orders for Initial Shipment Close - October 3 Issue 3: Reveal Date - September 22 --- Orders for Initial Shipment Close - October 24 Issue 4: Reveal Date - October 13 --- Orders for Initial Shipment Close - November 14
EXPECTED SHIPPING TIMING FOR ORDERS
Issue 1 – Initial Shipment in October Issue 2 – Initial Shipment in late October Issue 3 – Initial Shipment in mid-November Issue 4 - Initial Shipment in mid-December
We do not expect to run into any delivery issues, but there is always the potential for issues beyond our control. 50 Amp Productions are committed to communicating with the fans if any issue arises.
INTERNATIONAL SHIPPING COSTS UPDATE
Speaking of shipping, we know our international fans have sometimes run into some very high shipping costs (these are strictly pass-through costs based on whatever the shipping company is charging 50 Amp). We are happy to share that the Re-Logic and 50 Amp teams have been chasing solutions to this over the past month, and we think we are getting close to a solution to lower those costs. We plan to refund the difference for anyone that paid more than the new costs once we have them in hand. We will email you if you are one of those folks once it all comes through.
TERRARIA GRAPHIC NOVEL: ISSUE 1 ORDERS STILL OPEN
We are still taking orders for the first issue of the Terraria Graphic Novel. In case you missed the news or you just decided after seeing Issue Two's cover that you are all in, we have you covered.
Check out the details around Issue One by clicking the banner below!
TERRARIA GRAPHIC NOVEL: ISSUE 2 PACKAGES
For Issue Two, we again are providing an array of packages that we think provides something for everyone. If you just want Issue 2 and that's it, we have that for you - or if you want to delve deeper and pick up some really cool Terraria collectibles, that is available as well. Similar packages with different items will be available for each issue release. We are using the order windows above in order to ensure our ability to ship by a certain date. Fans are free to order packages for all four issues at any time - if you know you want all four and want to be sure that you do not miss out - but the covers and packages themselves will be revealed via the timeline above.
Here's what you get for Issue Two! Clicking any package name or the package banner above it will take you to the Order page for Issue Two.
A print copy of Terraria: Issue Two Regular Trading Card (Blood Zombie) 18x24 Issue 2 Cover Poster 4 Unique 3-4 inch Stickers featuring characters and enemies from the Graphic Novel Eye of Cthuhlu Magnet
A print copy of Terraria: Issue Two Regular Trading Card (Zombie) Metal Trading Card (Zombie) 18x24 Issue 2 Cover Poster 4 Unique 3-4 inch Stickers featuring characters and enemies from the Graphic Novel Eye of Cthuhlu Magnet Terraria Silver Metal Challenge Coin w/Coin Protector
A print copy of Terraria: Issue Two A second copy of Terraria: Issue Two with a Foil/Embossed special edition cover Regular Trading Card (Blood Zombie) Metal Trading Card (Blood Zombie) Special Edition Trading Card (Vale, the Hero) Metal Special Edition Trading Card (Vale, the Hero) 2 18x24 Issue 2 Cover Posters Two sets of 4 Unique 3-4 inch Stickers featuring characters and enemies from the Graphic Novel Two Eye of Cthuhlu Magnets Two Terraria Silver Metal Challenge Coins w/Coin Protectors
*Platinum will also come with a certificate of authenticity for the special collector's edition items.
All package prices do not include shipping costs, which will vary based on shipping location, etc. as a pass-through cost to the customer. For anyone looking to save on shipping costs, we are offering the option to either ship each package one at a time or to hold them all and ship them all at once. So, if you ordered Issues 1-4, we can either send them out each month or as one big box all at the end to help cut down on costs (but you will have to wait!).
That's it for now, Terrarians! Get your orders in now for Issue Two (and Issue One if you missed that) and mark your calendars for the reveal and release of Issues 3-4. We will answer any questions that you may have - and that we are able to answer.
We here at Re-Logic are really excited about this project and we personally enjoy how it has all turned out. We hope you agree!
Hi everyone! This is just a very small update to fix a couple of common issues.
Bug fixes:
* Fixed a issue that caused the construction button in the resource menu to place a building that disappears after a couple of seconds (This fix has already been live for a couple of hours, this is just the official notice) * Fixed an issue that caused tooltips to sometimes get stuck on the screen * Fixed an issue in the background related to the UI that randomly caused the game to crash * Fixed an issue that prevented you from unlocking the "Master Mind" achievement * Fixed a typo in the german translation
We hope this adresses the random crash problem that some people reported after the 0.2.0 dropped yesterday, otherwise please let us know!
This is the first eteration of this highly-anticipated feature. Right now the Slider will return and chamber a bullet after you insert a fresh magazine and press Trigger.
We are going to gather your feedback and watch your videos to make it more realistic in future updates and add more options, like switching between Trigger and Mag Drop buttons to use.
God Mode
You can become immortal on Arenas if you want to spend more time with ragdolls without restarts. Select Gode Mode in the Wave Spawner in any Armory.
Violence Settings Updated
Added more options and logic to Violence settings. Now you can completely turn off any kind of violence, even from explosions.
Turning blood off will turn off all the gore;
Added an option to turn the inner skeleton off;
Enemy Improvements and Fixes
Angry Faces are more aggresive;
Fixed Jaw position for all faces;
Fixed eyes positions to move more accurate when following player;
Fixed strange .99999 numbers in Enemy Spawner;
Fixed enemies not dying if pushed with boosters too far. Now any enemy that falls dramaticaly beneath arena level will die.
New Arrows in Armory
Now arrows to change the loadouts are on top, right next to the name of the loadout. This should help new players discover more guns.
Other Bugfixes & Improvements
Welding: Fixed not working with machines, now it works;
Real Time lighting added to booter flames. You can turn it on in the Settings menu;
Lots of inner code improvements;
Nearest Updates
Work on new types of weapons is going pretty well, here are some examples of upcoming break action weapons. It's still work-in-progress and weapon models are placeholders.