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PTS – Update 30 Patch Notes
BLIGHT 2.0
Greetings Travellers,
For my last Tech Tuesday, I described how we are going to save all of the offline ships in the world and then delete them all in a subsequent update.
Well, it turns out that as of late the PvE deployment, in particular, has been really struggling with the sheer amount of ships in the world so strange bugs such as ships not appearing have started to happen much more frequently.
Due to this, we’ve decided to bring forward the work of deleting all of the offline ships and respawning them when registered players login. I completed the work to delete offline ships today and the results are even better than we expected, so here are some graphs!
First, here’s the graph showing the number of entities in the world:
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Read moreKnowledge And Scanning Revamp
Update 30 will bring the first big changes to scanning and progression in Worlds Adrift.
First things first; scanning has been heavily reworked. We have removed the need to scan every individual object in the game. They no longer give any knowledge but their description text remains. From now on knowledge is primarily gained from databanks, lore pages and salvaging schematics.
Another quality of life change we’ve made is a new cursor icon when holding your scanner and it will change colour to highlight when something is in range to scan.
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Read moreGreetings Travellers,
Worlds Adrift hasn’t been wiped for quite some time. On the PVP that’s not really a big deal because people blow each other up, but on the PVE server it means this:
Yup, that’s a lot of ships, specifically of...
Read moreHi, Sylvain here, CTO at Bossa Studios, dropping in to give you quick summary of what we are tackling right now.
As some of you may have noticed if you read the forums, the Worlds Adrift team is currently undertaking some big technical upgrades to quite a few of the core systems. Whilst these upgrades will bring significant quality of improvements for players; they aren’t without their challenges. The issue with these systems is that they are usually touching a lot of the game code which was initially implemented years ago and more often than not for older versions of SpatialOS too. Code that is as fragile as it is essential. As a result, any changes made need to be scrutinised and implemented with a prudent mindset. We have planned to tackle these systems for a while, however, other features/fixes in Worlds Adrift’s release schedule took priority.. So, what we have at the moment is a few of the key systems of the game mostly working but not being as stable or as transparent ...
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