This will be the last patch until January! We want the game to be stable over the holidays, as many of us will be taking a few days off to eat gingerbread cookies with some wine, so this patch is focusing on fixes and improvements. If it turns out an urgent fix is needed before January, we’ll still patch that in though, so don’t worry.
We hope everyone has a safe, healthy, and happy holiday time!
CHANGELOG
CLAIMING-Forbid building above and below Proxy Walkers.
-Slightly reduced influence radius of Poaching Huts.
BALANCE-Decreased Scattershot damage vs Hard and Soft armor.
-Rebalanced Ceramic Durability upgrades to better fit their tier.
-Made clay quality spots slightly more common.
INTERFACE-Improved readability of Walker Upgrades text.
-Kick countdown for when clan affairs are happening now displays more and better information. The main message now requires the player to press ESC to close. The message with a timer now displays more information.
-Added a new option on Local Map to disable visibility of Bases.
-Trading Station withdraw/deposit interface now no longer flickers when attempting to withdraw or deposit any amount of Flots.
-Improved readability of map grid.
-Tweaks to Local Map icons.
-Tweaks to the game main menu.
VISUALS-Assets (such as rocks, Killin nests, etc) on maps will now blend in with the visuals of the landscape.
-Continued work on improving visibility in shadowy areas.
FIXES & IMPROVEMENTS-Fixed not seeing Scattershot ammo on Ammo Chests after reconnecting or similar.
-Fixed getting stuck in Walker Climbers.
-Fixed not being able to jump while holding an attack, or performing an attack operation, such as throwing a firebomb.
-Fixed sometimes not being able to harvest thornberries.
-Improved Panda Walker spawn point positions.
-Fixed some crashes.
-Improvements to character animations.
-Probably fixed connection lost issues.
COMMUNITY QUESTIONS
Even if this is the last patch until January, keep sending in your questions for the devs! You can do so by checking #announcements in our
Discord[discord.gg] server. There's a link to our submission form there! Remember to take a look at our
{LINK REMOVED}Living FAQ to see what's been asked and answered in the past.
Q: Have you considered adding in a seasonal leaderboard? A: We're definitely considering some form of a leaderboard, not necessarily seasonal only, but other kinds as well - for dueling, hunting, and so on. Once the system is in place though, it could also be used to sum up all the top player achievements by the end of a season.Q: When will the ability to change your character's appearance or name be added in? What about the option to delete your character? A: Deleting a character affects too many things like permissions, their ranks in a clan, and so on. At the moment, we're not planning to add an option to fully delete a character because of that. Changing appearance and name is definitely something we want to implement though, including more unique options that aren't available during character creation and can be either bought for Flots or earned (depending on the exact system we go with).Q: When are you nerfing scattershot???A: Literally now.Q: Why is the spawn rate for event maps so low? A: Similar to how regular maps spawn, event maps appear mostly during a prime time window of a specific region at a rate that's affected by active players there. The more players there are, the more event maps will spawn and vice versa.Q: Will you implement other fighting mechanics, like dodge rolls? A: Don't want to mention specifics until they're properly tested and approved to be added to melee combat, but expanding mechanics in new directions (like mentioned dodges and such) is something we'd like to go towards.Q: The community could use some acknowledgement on the current and consistent bugs/glitches in the game. Is there anything that can be said on the process and priority of fixing server authentication issues, getting stuck in walker climbers, etc?A: We have a quite large internal team of QA testers who rigorously process every bug report and test to confirm them, then assign a priority based on factors like frequency and severity. After that, we try to fix as many bugs as possible for an upcoming patch. What exactly gets fixed depends on that assigned priority, but also difficulty of a fix. Some bugs are very bad, but can be fixed in a few minutes, and some are very rare and can take days to even find, let alone fix.
That said, bug fixes are as much of a priority for us as any new addition, since we're still in Early Access, and if there is a critical bug or a server issue that requires immediate attention, we try to communicate and address it as quickly as possible. On a more specific note, Walker Climbers should be fixed with this update and recent authentication issues were caused by roughly half of Steam servers being down at the time.Q: Any update on Admin commands for private servers? When do you hope to roll those commands out?A: Actual cheat commands for server admins are still in the works, but we'll have significantly expanded config options available very soon. Those will include combat cooldowns, structure decay values, taxes, and many more.Q: What was the reasoning behind pushing out iron maps so quickly?A: Our main intention of releasing map tiers in sequence is to spread out the content to allow everyone to catch up to the last available tier. Since we had quite a lot of new and returning players join for Season 2, we decided to spawn Hard maps a bit later than we originally planned, but we felt that progressing from Ceramic to Iron shouldn't take as much time, since those are both end-game tiers.
Also, since iron maps are so brutal and dangerous, they're mostly expected to be mined by either larger clans or smaller hardcore groups who progress at a much higher rate than everyone else, so we didn't want to artificially limit them much longer. We'll definitely take note and consider different timings for map releases in the future though, as we've gathered all your feedback on it already.