This week’s content push introduces another new Walker: the Balang Walker!
Base decay is now active, so make sure your Maintenance Chests are filled! CHANGELOG
BALANG WALKER- Added Balang Walker.
OASES- Added dueling arena to Trade Stations.
STRUCTURES- Added structure renaming.
- Added moving/packing to the maintenance box.
BALANCE- Overhauled all the loot in Ancient City.
- Made scattershot hits ungrapple players.
- Made Defensive Tower constructions decay if not built.
- Rebalanced costs of ceramic Walker upgrades.
- Reduced free redeploy cooldown from 24 to 12 hours.
- Increased claim vulnerability window from 1 to 3 hours.
- Rebalanced costs of all Clay and Concrete base structures.
- Made empty Founder Walker cores require maintenance.
FIXES- Fixed VoIP. Definitely.
- Fixed chairs pushing players through walls.
- Fixed Gun Pod meshing.
- Fixed not being able to open doors while packing.
- Fixed incorrect Hercul Walker icon.
- Fixed some issues with Killin spawns.
- Fixed some missing nibiran ore on hard maps.
- Fixed Cluster Bomb sounds making ears bleed.
- Broke animations while optimizing. Fixing.
- Optimization all around.
BALANG WALKER
Balang Walker is a Founder Walker type, similar to Silur. It's the first tier of Founder Walkers that allows nomads to feel safe in a small stone base and bring it with them on their journey early on. It functions similarly to Silur, but allows it to pack much smaller bases and can be powered by simple wings rather than requiring torque to move.
COMMUNITY QUESTIONS
Got something you want to ask the devs? Join our
Discord[discord.gg] and check #announcements for a link to our submission form! To see what we've answered in the past, check out our
{LINK REMOVED}Living FAQ.
Q: Will you be adding more PVE challenges such as smaller sand worms to keep players lively and out of the map corners?A: We've got lots of ideas for more PvE content in that vein, so they're definitely coming. More developed rupu interactions, new types of encounters, more meaningful camp raiding, new kinds of monsters and animals to hunt, more quests, and so on. Small worms back from early beta might also have a comeback in a revised form.Q: Why is your new content taking away from the best part of the game which is the melee combat, rather than improving and expanding upon it?A: As we've mentioned before, it might seem like this because Early Access development is very incremental and some features just come out before others. We're actively working on melee combat as well as all other features you've seen coming out. When it comes to melee-related features, we're currently working on stat rebalances for the majority of weapons and armors, adding usable nomadic shields, looking into expanding on character progression, and considering many more additions and improvements.Q: Will the ability to enter first-person while driving Walkers return at some point?A: Definitely. It had to be temporarily disabled due to the changes in the Walker camera, but we'll be bringing back the option to switch between the two.Q: Are you going to balance the wingsuit? A: We're bringing durability to all equipment in the Beta Branch, so wingsuits will be naturally balanced by decaying on death, as now they're practically never lost. We wouldn't want to make the experience of using a wingsuit itself worse though, but we've been considering potential cost changes.Q: Will other continents (i.e. Africa) ever get designated servers? A: At the moment we're covering every continent with the official servers except Africa and Antarctica and if we see enough interest from players in those regions, we'll definitely consider adding servers there as well. If any of the current regions get very large playerbases from more specific areas, say Russia or Central America, we could consider adding servers there as well.Q: Will you increase the spawn rate of hard maps? A: The rate at which maps are spawned is automatic for the most part, so it will increase naturally as more players start playing in a specific region. We're definitely still not set on the number of maps per amount of players and specific settings for different map types, so we'll continue tweaking them until each oasis is constantly active, but not overcrowded.Q: Why did you implement base maintenance, especially for Silur bases, since this adds an ongoing chore to the game? Isn't the burn mechanic already in place to prevent cluttered persistent servers?A: There were multiple reasons for us to try this feature on the Beta Branch. A simple one is to prevent base and foundation spamming, as it was very cheap and easy to just block off areas on the map. Another is that we've significantly increased the burn times, and since bases now play a much more significant role, maintenance allows balance and finetune it a much more precise degree. Since this feature is still on BB though, it's very possible that there will still be changes and adjustments.