almost 4 years
ago -
not_so_gladiator
-
Direct link
This week’s post is a bit shorter than usual, since we aren’t adding a feature that’s easy to show through video/GIFs.
Iron maps will start spawning once this update is live.
CHANGELOG
WALKERS
-Introduced dynamic module slots on all Walkers built with quality or upgraded with Flots. Allows for more diverse Walker builds and customization.
You can stack as many modules in a single slot as the module type allows, which consumes a Walker level. Alternatively, you can always spend a level on unlocking another module slot to diversify your build.
-Enabled ownership transfer for Proxy Walkers.
BALANCE
-Decreased Flotilla trade tax to 2% from 5%.
INTERFACE
-Added a grid overlay to the local map.
-Tweaks to Graphics Settings UI, all options should show up normally now.
POINTS OF INTEREST
-All rupu camps should now properly sink into the sand.
OASES
-Re-introduced Killin to the Asteroid Crash Site event map. Now with Killin nests included!
FIXES & IMPROVEMENTS
-Fixed ghost/invulnerability exploit.
-Continued optimization of structures and assets in general.
-Fixed issues with reconnecting inside the Trading Station Arena.
-Fixed not being able to buy items from the Trading Station if the price to pay was not an integer.
-More fixes to prevent players from going through walls of bases.
-Some adjustments to distant horizon visuals to better blend in with the desert on the edges of the oases.
-Tweaked collisions of some mannable structures.
-Tweaked collisions of some static structures.
-Improved Dinghy Walker collisions near the Steering Levers.
-Fixes to small Walkers going through Ancient Earth Drills(also known as Ancient Windmills) in the Ancient City event map.
-Fixed spawning issues on Hornet and Balang.
-Fixed Hercule being upgraded with Buffalo upgrades.
-Fixed protected inventory (in Cradle) spawning on the ground.
-Fixed structure and Walker health sometimes reverting on server restart.
-Fixed UI issues with some clan screen elements.
-Fixed various outdated or wrong descriptions.
-Fixed some debug things being visible when effects appear.
-Fixed a bunch of crashes.
COMMUNITY FEATURE
Check out this shot of the Ancient City by Korno!
COMMUNITY FEATURE
Remember to join our Discord[discord.gg] if you haven't yet! You'll find a link in #announcements where you can send in your questions for the devs. Check out our {LINK REMOVED}Living FAQ to see what we've answered in the past!
Q: Are there any walker mechanics you would like to expand upon in the future?
Ex, replacing wings with torque batteries (making a walker function like the Silurs), leg variants that do different things like higher traction/speed.
A: While the more broad and accurate answer is yes, specifics are obviously harder to be... specific about. One of the systems we're improving now and planning on working on in the near future, is Walker Modules. It's something the players interact with pretty much every day, something they make use of for the majority of the Walkers they utilize, so it's only logical that we improve it.
Q: Have you considered making job specific clans? For example Pirate clans, for people who like pvping, Merchant clans, for people who like selling.
A: We wouldn’t want to make it a forced selection and instead expand the game in directions that allow more specialized clans. Even right now, we’re seeing that there are some clans that prioritize trading or territory control, raiding, and so on.
Q: Will there be a “creative mode” of sorts that wouldn’t be restricted to just private servers? Unlimited materials, unlimited health etc.
A: It’s not out of the question, but we don’t have any specific plans for that. We’re definitely planning on expanding admin possibilities on private servers as well as allowing hosting your own servers, so it will definitely become closer to reality in the future.
Q: Are you planning to rebalance the cost of weapons, so other weapons beside the bonespike are affordable?
A: You can definitely expect multiple rebalances before the game is out of Early Access. Some take more or less time to get right, some get their balance changed because of new feature additions, and so on. That goes for costs, damages, and everything else.
Q: Why are the tiles with caps all over the place and not in a row?
A: The tile spawning system is automatic and decides which tiles to spawn based on many things like the number of players in a region, what kind of map types there are around, and so on. We might be tweaking the values here and there based on the feedback though, so changes to the system can be expected over time.
Q: Where did the grass go??????
A: Phemke infestation. Working on a fix.
Q: Will you change the clan cap from 50 to something else anytime soon?
A: Not before Season 3, which should happen some time next year. We’ll be assessing all the feedback and other information from Season 2 closer to its end and will decide in what direction to go with clan caps.
Iron maps will start spawning once this update is live.
CHANGELOG
WALKERS
-Introduced dynamic module slots on all Walkers built with quality or upgraded with Flots. Allows for more diverse Walker builds and customization.
You can stack as many modules in a single slot as the module type allows, which consumes a Walker level. Alternatively, you can always spend a level on unlocking another module slot to diversify your build.
-Enabled ownership transfer for Proxy Walkers.
BALANCE
-Decreased Flotilla trade tax to 2% from 5%.
INTERFACE
-Added a grid overlay to the local map.
-Tweaks to Graphics Settings UI, all options should show up normally now.
POINTS OF INTEREST
-All rupu camps should now properly sink into the sand.
OASES
-Re-introduced Killin to the Asteroid Crash Site event map. Now with Killin nests included!
FIXES & IMPROVEMENTS
-Fixed ghost/invulnerability exploit.
-Continued optimization of structures and assets in general.
-Fixed issues with reconnecting inside the Trading Station Arena.
-Fixed not being able to buy items from the Trading Station if the price to pay was not an integer.
-More fixes to prevent players from going through walls of bases.
-Some adjustments to distant horizon visuals to better blend in with the desert on the edges of the oases.
-Tweaked collisions of some mannable structures.
-Tweaked collisions of some static structures.
-Improved Dinghy Walker collisions near the Steering Levers.
-Fixes to small Walkers going through Ancient Earth Drills(also known as Ancient Windmills) in the Ancient City event map.
-Fixed spawning issues on Hornet and Balang.
-Fixed Hercule being upgraded with Buffalo upgrades.
-Fixed protected inventory (in Cradle) spawning on the ground.
-Fixed structure and Walker health sometimes reverting on server restart.
-Fixed UI issues with some clan screen elements.
-Fixed various outdated or wrong descriptions.
-Fixed some debug things being visible when effects appear.
-Fixed a bunch of crashes.
COMMUNITY FEATURE
Check out this shot of the Ancient City by Korno!
COMMUNITY FEATURE
Remember to join our Discord[discord.gg] if you haven't yet! You'll find a link in #announcements where you can send in your questions for the devs. Check out our {LINK REMOVED}Living FAQ to see what we've answered in the past!
Q: Are there any walker mechanics you would like to expand upon in the future?
Ex, replacing wings with torque batteries (making a walker function like the Silurs), leg variants that do different things like higher traction/speed.
A: While the more broad and accurate answer is yes, specifics are obviously harder to be... specific about. One of the systems we're improving now and planning on working on in the near future, is Walker Modules. It's something the players interact with pretty much every day, something they make use of for the majority of the Walkers they utilize, so it's only logical that we improve it.
Q: Have you considered making job specific clans? For example Pirate clans, for people who like pvping, Merchant clans, for people who like selling.
A: We wouldn’t want to make it a forced selection and instead expand the game in directions that allow more specialized clans. Even right now, we’re seeing that there are some clans that prioritize trading or territory control, raiding, and so on.
Q: Will there be a “creative mode” of sorts that wouldn’t be restricted to just private servers? Unlimited materials, unlimited health etc.
A: It’s not out of the question, but we don’t have any specific plans for that. We’re definitely planning on expanding admin possibilities on private servers as well as allowing hosting your own servers, so it will definitely become closer to reality in the future.
Q: Are you planning to rebalance the cost of weapons, so other weapons beside the bonespike are affordable?
A: You can definitely expect multiple rebalances before the game is out of Early Access. Some take more or less time to get right, some get their balance changed because of new feature additions, and so on. That goes for costs, damages, and everything else.
Q: Why are the tiles with caps all over the place and not in a row?
A: The tile spawning system is automatic and decides which tiles to spawn based on many things like the number of players in a region, what kind of map types there are around, and so on. We might be tweaking the values here and there based on the feedback though, so changes to the system can be expected over time.
Q: Where did the grass go??????
A: Phemke infestation. Working on a fix.
Q: Will you change the clan cap from 50 to something else anytime soon?
A: Not before Season 3, which should happen some time next year. We’ll be assessing all the feedback and other information from Season 2 closer to its end and will decide in what direction to go with clan caps.