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Today we’re launching the final Test of Season 6. As some of you may already know, we’ve been working hard on the next iteration of the game with a complete overhaul of pretty much every aspect of walkers, progression, maps, crafting, content and balance, by listening to your ideas and feedback.
To make the right choice and ensure the stability of the season, we will be starting with a full test immediately using the official servers, iterating across all maps and plan to finish in around 5-8 weeks in May, with the full launch of Season 6 shortly after.
This test will be as close to the real content of the game as possible and we will be making sure to use this as an opportunity to take feedback from players in our Discord and Steam forums, as well as address any gamebreaking bugs or exploits we may find.
This update brings lots of new content, activities and features that should hopefully incentivize more PVP and player interaction, while giving more protection to new players and smaller groups. This is highlighted by new Points of Interest, tile based events, and an awesome new moving proxy walker tile claiming system. Many of your favorite features will return such as the offline lobby and Flotillan Grappling Hook.
For those that don’t know, we will be introducing a new map release schedule.
Cradle (2 days);
Canyon (7 Days, Static) and Ancient City (7 days, Event)
Volcanyon (7 Days, Static) and Sleeping Giants (7 Days, Event)
Kali Spires (Static), Asteroid (Event) and Worm (Event) maps until the end of the test.
All maps will have a different clan cap of
So what has changed? Well, we’ve condensed down 15 pages of patch notes to the summary below. It’s pretty much everything!
WALKERS
To make the right choice and ensure the stability of the season, we will be starting with a full test immediately using the official servers, iterating across all maps and plan to finish in around 5-8 weeks in May, with the full launch of Season 6 shortly after.
This test will be as close to the real content of the game as possible and we will be making sure to use this as an opportunity to take feedback from players in our Discord and Steam forums, as well as address any gamebreaking bugs or exploits we may find.
This update brings lots of new content, activities and features that should hopefully incentivize more PVP and player interaction, while giving more protection to new players and smaller groups. This is highlighted by new Points of Interest, tile based events, and an awesome new moving proxy walker tile claiming system. Many of your favorite features will return such as the offline lobby and Flotillan Grappling Hook.
For those that don’t know, we will be introducing a new map release schedule.
Cradle (2 days);
Canyon (7 Days, Static) and Ancient City (7 days, Event)
Volcanyon (7 Days, Static) and Sleeping Giants (7 Days, Event)
Kali Spires (Static), Asteroid (Event) and Worm (Event) maps until the end of the test.
All maps will have a different clan cap of
- 6 cap
- 12 cap
- 25 cap
- 50 cap (If needed)
So what has changed? Well, we’ve condensed down 15 pages of patch notes to the summary below. It’s pretty much everything!
WALKERS
- Completely reworked rigs to allow building anywhere on the walker with structure limit based on type
- Completely reworked walker armor, armor types, and made cargo, water and hatch of walkers unlocked at different Health
- Added new ammo required to damage walkers below 25% HP and fully destroy them
- Reimplemented packing system in all walkers
- Completely reworked all weapons and ammunition damage and cost
- Added missing unpacking errors
- Limited max amount of remote weapons for each type
- Fixed T3 and T4 placeables/walkers recipes, for the new progression system
- Added walker crew and walker power caps: overcap temporarily decreases the walker engine power by 75%, by exceeding the max allowed crew size for that walker or the total number of walkers on the map owned by your clan. Automatons count as crew members too!
- Completely reworked proxy walker claim system, consisting in a PvP walker fight and race around the center of the map.
- Added buildable anti-personnel turrets to walkers
- Rebalanced walker carry weights
- Made firefly buildable on ground
- Added walker packer to trade station, working as a prepaid on-map lobby
- Re-enabled walkers offmap lobby system
- Rebalanced and increased walker harpoon effectiveness
- Reworked and standardized all walker modules
- Reworked how Modules are obtained via component parts
- Reworked firearrows/hellfires recipes
- Added steering lever spot as a separate spot to all walkers rigs
- Walkers in pvp cooldown and HP lower then 90% will stay tagged inside trade station, which means can't be repaired/packed until you go outside trading station to reduce the cooldown
- Removed the option to craft quality walkers. Every walker can now be upgraded using quality schematics, items and modules.
- Reduced Spinner ammo deviation from 3 to 1.5
- Improved scattershot gun collisions
- Allowed upgrading walker rig with the current one is compatible with the new rig
- Implemented new walker rig placement info UI
- Fixed slingshot and catapult trajectories
- Added cargo and hatch to proxy walker, to work as PvP walkers
- Fixed cluster bombs and firebolts not working
- Rebalancing fire ammos for raiding
- Made walker legs instantly detach on zero health
- Made firebolts not damage moving walkers
- Overhauled Charged Boulders. More expensive, heavier, smaller stack size. Added splash damage.
- Removed orbs. Lobbers now use scattershot ammo.
- Increase ballista turn rate, capped rotation at 200 degrees
- Increased upward look angle for repeater
- Improved walkers center of gravity
- Added momentum to walker pieces when zeroed
- Set collision on dinghy balls to ProjectileOnly
- Added sound and visual effects to charged boulders
- Added Walker Destruction component to small walkers (allows you to "scuttle" walkers so they don't clutter the L/take up points)
- Increased build radius blocker around steering levers
- Increased automatons weight
- Reduced Automaton reload speed
- Fixed gunpod scattershot
- Improved walker cap for each tile clan cap
- Improved walker barrier placement collisions
- Allowed spawning in desert on all maps
- Full rebalance of tech tree
- New tech tree UI
- Tech points accumulated by increasing character level
- Fully rebalanced exp rewards from all sources
- Completely rebalanced grapples, flotillan should now feel like Season 1
- Added sheath/unsheathe animation
- Set running state as default when enabling auto-run
- Fixed glitch with techpoints being permanent when using wanderers potion
- Fixed respawn button crash issue
- Made all dyes cost 50 flots instead of special resources
- Reworked all maps lootsites
- Rebalanced rupu behavior based on map tier
- Reworked all maps foliage drops and tools
- Adjusted recipes to coincide correctly with map tier
- Added small volcanos to Sleeping Giants maps that occasionally erupt and spawns harvestable obsidian rocks
- Allowed trading station spawn and player respawn on all tiles
- Removed home tiles system
- Added despawn timer to new POI’s
- Added "Shaman's Pit" POI Event to Volcanyon map
- Added "Ancient Towers" POI Event to Kali Spires
- Added "Totem of Power" POI Event to Canyons
- Added “Ancient Camp” POI Event to Cradle map
- Added GoGo mob (Giant Crab)
- Added Koa mob (Giant Elephant)
- Added new mobs spawn locations
- Reworked Phemke loot and AI
- Added lot of new rupu camps variations
- Added Lazaward (Giant Nurr)
- Reworked all rupu camps including decreasing the number of ballista, removing gas and fire bomb throwers.
- Added Mountable Nurr (Tile Owners only, not persistent with server restarts)
- Added more rigged mob variations for Papak, Okkam and Gogo
- Adjusted AI behavior of Nurr Raiders to be easier to combat on a walker
- Reduced rupu javelins damage by 50%
- Nerfed papak gas damage by 60%
- Removed feathers and Kllins mob
- Fixed Papak AI
- Fixed Okkam and GoGo aggro range
- Reduced big mobs cull distance to 150m
- Reduced roks damage to big mobs by 2 times (was too op)
- Reduced Papak aggro and shooting range
- Nerfed nurr tail attack and boosted leap attack
- Rebalanced all weapons, armor, and crafting recipes/costs
- Added schematics of previous tiers on all quality mobs (T3 rupus can drop T3, T2 and T1 schematics)
- Added crafting bench, to craft Tier 2 and 3 items
- Added Blacksmith station, to craft Tier 4 items
- Added T2 and T3 stomping stations (more efficient and faster)
- Added scroll list on building screen
- Enabled quality sand
- Added ability to merge items of different rarities
- Added nibirian harpoon and bolt
- Rebalanced all potions costs and effects
- Fixed Race Dust
- Completely reworked base building, stone walls buildable only on balang/silur. Wood walls buildable and packable anywhere.
- Buffed giant walls for better effectiveness in base building
- Added some bulk items crafting for rope, fiber weave and fiber
- Changed lava fuel icon
- Added new Nibirian Armor set
- Re-added wooden slabs to woodworking stations
- Increased charcoal generation chance
- Adjusted bed spawn recipes and construction level for hammock and bed.
- Allowed dyeing weapons and grappling hooks
- Adjusted base building collisions so doors can now be built near other doors
- Added clan vault (medium armor, 5k hp, medium slot, 500 stack size, only holds resources)
- Removed ceramic nails and starch cement
- Reduced cloth bandage cost
- Increased base decay rate when out of maintenance
- Added Tier 3 Fiberworking station
- Fixed repair station
- Fixed many crashes
- Improved LODs to reduce GPU load
- Added Hotspot event and treasure chests in all main maps
- Added Treasure Maps (lootable from big camps)
- Added base’s walls decals
- Made all customizations cost flots instead of resources
- Fixed walker parts spawning in the center of the map
- Fixed desert clam not spawning with quality
- Fragments are now used to gain exp
- Added parkour POI
- Added new rupu POI
- Reworked meteors to include important higher tier resources
- Added some utility buttons to chests for quick sort/merge functions.
- Optimized cached assets loading time
- Many optimizations to LODs
- Added new in-game wiki for all item descriptions and details
- Reduced performance impact of sandstorms and disabled damage to structures
- Changed rupu sandals icon
- Changed iron pickaxe icon
- Reworked all trade station quests
- Added XP info to trade station quests
- Added multiple auctions to trade station
- Added ping and FPS info to watermark screen
- Added new game music
- Improved target HP & unlock UI
- Fixed custom names not showing properly on map icons after server restart
- Disabled damage and physics interactions on trade protected walkers/players
- Replaced Steam icon with a PC icon in server list
- Explosed almost all variables and functions to blueprints
- Added blutility assets for many different actions
- Added some example maps and their WorldMachine source project