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forge
Feb 26, 2006
Good to see updates still moving in the right direction. I might return at some point in the near future when we get more content.

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Turd Herder
May 21, 2008

BALLCOCK BALLCOCK BALLCOCK BALLCOCK

forge posted:

Good to see updates still moving in the right direction. I might return at some point in the near future when we get more content.

I was thinking similar. Right now we have done almost everything in the game. I bet this will be a hit on full release though. Unless they royally screw it up.

KaoliniteMilkshake
Jul 9, 2010

That's my hope. I enjoyed playing the poo poo out of the game, but I don't want to burn out on this early, somewhat rough version of the game.

Status_Surge
Sep 9, 2009


I need ya, Surge. This is a bad one, the worst yet. I need the old blade runner, I need your magic.
just got the game and have been enjoying it so far. Though my ship is pretty much a hobo shack and i have no idea where i'm located. discord name Crazy_Harvey

The Odd One
Dec 5, 2011

Stpuid
So from what I gather all you can do is gather resources, fight players, and explore?

Is there any other sort of direction? Seems like it would get really stale really fast.

barkbell
Apr 14, 2006

woof
Sounds like WoW is more your speed.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
You can also run convoluted social experiments on the unwitting playerbase

KaoliniteMilkshake
Jul 9, 2010

Jackard posted:

You can also run convoluted social experiments on the unwitting playerbase

it turns out, people really like filling out forms

Urthor
Jul 28, 2014

I'm around to man ship cannons if anyone wants to play in the new patch, HMU on discord if you want someone to help you man the decks on a PVP jaunt

Vilgefartz
Apr 29, 2013

Good ideas 4 free
Fun Shoe
I just tried using the guy included in the map creator, and man this grappling hook mechanic is fun as poo poo. I'm super hyped for this, i just hope the oceanic servers aren't some after afterthought

Dimo ArKacho
Sep 12, 2008

I'm not creative enough to come up with something good
Are we still playing this, or did people kinda move on?

forge
Feb 26, 2006
Some people are playing it. But it needs more content.

Harminoff
Oct 24, 2005

👽
Just tried it again and not getting horrible lag like I was. Not sure if they fixed it or if it's because nobody is on.

Raskolnikov
Nov 25, 2003

thx 4 the discord invite.

Raskolnikov fucked around with this message at 22:20 on Oct 5, 2017

Raskolnikov
Nov 25, 2003

Harminoff posted:

Just tried it again and not getting horrible lag like I was. Not sure if they fixed it or if it's because nobody is on.

It's most likely a bit of both.

Tempus Thales
May 11, 2012

Artwork by Tempus Thales

Dimo ArKacho posted:

Are we still playing this, or did people kinda move on?

Some of us are waiting for more content and patches to roll out, I keep an eye on it and hang out with the slam whales, and one of these days TSA will return from the company retreat... ;)

Turd Herder
May 21, 2008

BALLCOCK BALLCOCK BALLCOCK BALLCOCK

Tempus Thales posted:

Some of us are waiting for more content and patches to roll out, I keep an eye on it and hang out with the slam whales, and one of these days TSA will return from the company retreat... ;)

When more content arrives I will be back.

Though Bossa is pulling some weird stuff with Deck Splash. In the free weekend they don't get 100k players. They will discontinue production.

Tempus Thales
May 11, 2012

Artwork by Tempus Thales

Turd Herder posted:

When more content arrives I will be back.

Though Bossa is pulling some weird stuff with Deck Splash. In the free weekend they don't get 100k players. They will discontinue production.

Where did they say that?

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!
I haven't seen them say they are abandoning the project... just turning the Steam page private so minimize player exposure/expectations. Seems like they want to roll back to double- secret early probation access until they have more content to appease the wider audience.

forge
Feb 26, 2006
Very interested in that also..

Harminoff
Oct 24, 2005

👽
It was in an email they sent out.


quote:

If we hit that magic 100k, Early Access launch IS happening, however if we don’t see it, then it’s R.I.P Decksplash.

S w a y z e
Mar 19, 2007

f l a p

This game rocks and I can't wait to play it again when it actually releases

Turd Herder
May 21, 2008

BALLCOCK BALLCOCK BALLCOCK BALLCOCK
Dick Splash is really well polished so I'd be shocked if they would really kill it.


Here's one of the articles I read.
http://www.pcgamer.com/decksplash-will-flip-into-early-access-on-november-10-but-only-if-100000-players-try-it-out-first/

Raskolnikov
Nov 25, 2003

O.1.5 is looking less and less likely to be finished before the holiday. :ohdear:

Also bossa seems convinced pvp is all the content the late game needs and I hope someone with influence is discouraging this line of thought.

It's almost as bad as "procedural generation = infinite content!"

7c Nickel
Apr 27, 2008

Raskolnikov posted:

O.1.5 is looking less and less likely to be finished before the holiday. :ohdear:

Also bossa seems convinced pvp is all the content the late game needs and I hope someone with influence is discouraging this line of thought.

It's almost as bad as "procedural generation = infinite content!"

It might work if there's actually anything to fight over. Right now the only thing you lose is resources, most of which are gonna be tied up in your ship in the first place. Which makes people more risk adverse, not less. We need something that's worth it but also can't be destroyed or stolen at 4 in the morning when you're not on. Or that can fall into the abyss during the middle of a fight.

Maybe make it so you can steal blueprints from the Atlas Core and then add a ton of ultra rare cosmetic ship pieces so you end up attacking someone just so you can steal their giant decorative skull trophy.

Turd Herder
May 21, 2008

BALLCOCK BALLCOCK BALLCOCK BALLCOCK

Raskolnikov posted:

O.1.5 is looking less and less likely to be finished before the holiday. :ohdear:

Also bossa seems convinced pvp is all the content the late game needs and I hope someone with influence is discouraging this line of thought.

It's almost as bad as "procedural generation = infinite content!"

I can't believe they gave up on Deck Splash with a Publicity stunt that failed.

Raskolnikov
Nov 25, 2003

Turd Herder posted:

I can't believe they gave up on Deck Splash with a Publicity stunt that failed.

Krud • a month ago posted:

Not quite as catchy as National Lampoon's "Buy our magazine or we'll shoot this dog."


Also someone pointed out that their timing couldn't have been worse.

Verge
Nov 26, 2014

Where do you live? Do you have normal amenities, like a fridge and white skin?
I'm so pumped for this game but it's sooooo far from 1.0 it's sickening to think about. Don't take that as a criticism, I'm just talking about the version number: I won't give them money until they deliver finished product. To that, does anyone have a resource for games that are @ 1.0 or higher? I'm so sick of researching new MMOs and exclusively finding MMOs in development. It's like nothing is being released, only developed and dropped.

Raskolnikov
Nov 25, 2003

Patch 0.1.5 comes out this Monday 12-11.

https://www.worldsadrift.com/blog/0-1-5-coming-monday/

quote:

Hello all,

We’re pleased to announce that the issues delaying 0.1.5 were resolved earlier this week and the build has just been signed off by our QA team. That means we’re now able to put it live Monday!

0.1.5 involves a lot of improvements to the tech, as part of our ongoing efforts to improve the game’s overall stability. Included in this is our upgrade to Spatial version 10 from 8. This should provide significant improvements in server performance and sets the stage for future technical upgrades of the game systems. We also have upgraded the Unity game engine to version 5.6, which enables us, among others things, to begin implementing shinier VFX.

A very exciting feature included in 0.1.5 is some heavy duty metrics and analytics that will help us gather key data surrounding the client freeze issue, which will bring us that extra step closer to resolving it once and for all.

Everything the update contains, including various bug fixes, will be detailed more specifically in the patch notes on Monday.

Thanks for your patience with this one folks. Although these sort of delays can be expected to crop up during development, we know it sucks for everyone when they do, and we’re grateful for all the positive feedback and support the community shows us.

See you in the skies!

Raskolnikov fucked around with this message at 01:00 on Dec 10, 2017

Raskolnikov
Nov 25, 2003

0.1.5 is out, expect 0.1.6 (the world wipe) Mid Jan to February.

Bossa posted:

Hi all,

After churning through the technical guts of 0.1.5 for the past few weeks, we’re now able to put it live. It comes with several substantial under-the-hood upgrades, and some key tools that should help us track down the causes to the infamous client freeze. This update marks a crucial point in Worlds Adrift’s development, as it further provides a more solid foundation for which to build the game on.

As you know, 0.1.5 ended up presenting more and more challenges as we prepared it, with each resolved one revealing further issues. Due to the amount of time we had to spend fixing these, we won’t be able to get 0.1.6 out before Christmas.

It will still be in your hands soon, though! Our new schedule now has it coming early/mid January.

We know this isn’t ideal for a lot of players who are waiting on the world wipe, but it does mean that you’re safe from it over the holidays, and this is key because we need all able explorers to jump back into the game!

As mentioned, 0.1.5 comes with some heavy duty metrics and analytics that are being used to help track down the cause of the client freeze. In order for that to be used to its fullest, we need as many people playing as possible. The more data we get, the better an idea we’ll have of the issue.

So, don’t shy away from the game because of the wipe, just get stuck back into it. See December as a time to muck around, take bigger risks, and not to worry too much about your gains or losses.

If you need more incentive (and are a lover of the lore), 0.1.5 also comes with a lot more lore pieces to be found in the game. So get out there and explore!

Check out the full patch notes below - see you in the skies!


Closed Beta 0.1.5.1 Full Patch Notes

NEW FEATURES
SpatialOS upgraded to version 10. This is a fairly large change under the hood, and should provide significant improvements in server performance. Upgrading to SpatialOS 10 sets the stage for future technical upgrades of game systems.

Unity game engine upgraded to version 5.6.

Heavy duty metrics and analytics implemented to gather data for fixing the client freezing that happens when flying between islands.

The EasyAntiCheat implementation has been updated to be both more robust and more user-friendly. The splash screen is halfway through a facelift from its very rough placeholder version in 0.1.4.x, and the EAC installer is now less intrusive.

There are now a lot more pieces of ancient writing that players can collect and read to relive the stories of Foundation before the Breathing-in. And, of course, each one is a unique source of Knowledge when read!

NOTABLE BUGFIXES
A temporary workaround for various log-out issues has been implemented: characters despawn instantly upon logging out, instead of waiting for a timer. Ship logout timers are not affected. Proper character and ship logout timers will be implemented in a future patch.

Player names in the Character menu tab and the Character select screen should now always display the correct name.

Fixed some visual bugs on some ship parts, including the lamp and sail.

Fixed some audio bugs.

Fixed various UI and chat box issues.

Fixed the ability to shoot a character behind your player in certain situations.

Cheap Shot
Aug 15, 2006

Help BIP learn gun?


Have they updated or improved the ship buillding part of the game at all since alpha?

Turkina_Prime
Oct 26, 2013

So thinking of trying this again, is the world wipe soon?

Kylra
Dec 1, 2006

Not a cute boy, just a boring girl.
Soonish.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
Last I heard the content update (and the wipe) was later this month or early next month.

Raskolnikov
Nov 25, 2003

https://www.worldsadrift.com/blog/wip-early-patch-notes-0-1-6/

quote:

Greetings Travellers!

As you may know, 0.1.5 proved to have more issues than we initially anticipated, but we’re here and we’re pushing 0.1.6 forward in about two weeks (exact date TBC, but we will give you a heads up a few days early!!), and about two weeks after that – 0.1.7! The anticipated wipe is still coming and will be one of a few to follow, however the reason behind the delay has mainly been due to the new world / island implementation taking incredibly long to export, making the devs step back and re-access the previously planned implementation approach.

“Currently the process to convert an island from the Island Creator to the main game is crazy lengthy. It has been our priority to improve this for future updates so that islands can be imported in smaller, more regular batches. Unfortunately prioritising this pipeline work has meant that 0.1.6 will not have new islands. However it does mean that in future once the big list of islands we currently have is re-exported, we wont need to have such long gaps between the world being updated!” – Tom (Mastermind behind Islands Creator)

To make up for the delay we’ve decided to release some early patch notes for 0.1.6. Even spiced it up with some gifs for you (’cause who doesn’t like those). But before we proceed with the patch notes, we would like to express our gratitude for your patience, contribution and involvement in making this game awesome!

*drumroll*

NEW FEATURES!!
Swivel guns have been added to the game! These deck-mounted shotguns are effective against players and creatures, and come as a full category of procedurally generated schematics with procedurally generated art (like cannons).

A branch of the Knowledge tree has been opened up for swivel guns.

Accounts are now allowed multiple characters, up to a maximum of three. Players are able to make these characters all on one region, or split across different regions. Your first character is still considered the primary character, and must have the name you reserved upon registering for a Worlds Adrift account.

Logging out without exiting the game now works, taking you back to the character select menu.

Tooltips now appear on the UI for new players, helping to explain the basic features of the game. This is an ongoing effort and will continue to be tweaked and added to.

Containers attached to ships are now locked by default on owned ships. Only the ship’s owners (players with a reviver on the ship) can access them. This lock is disabled when the container has been damaged sufficiently. Containers on unowned ships are not locked.

The schematics for some atlas core upgrades are now automatically learned by your character at certain Knowledge milestones. Players will find a new section of the Knowledge tree devoted to Atlas core upgrades. Drop rates and locations for the other atlas core upgrades have been adjusted.

Lots of new VFX added! Crafting and engines in particular have gotten big facelifts.


Jason, our Effects Master has been getting lot’s of exciting things designed such as impact animations, engines, propellers, fires, and so many MANY more!
This update is going to be seeing an upgrade to the engines and propellers, and the Blight is coming in 0.1.8 (Date TBC). Here are some smoke effects upcoming in 0.1.6:

Normal > Light Damage > Medium Damage > Completely BORKED

VFX_Engine_normal128.gif VFX_Engine_Damaged_L128.gif VFX_Engine_Damaged_LS128.gif VFX_Engine_Damaged_HS128.gif


Here are examples of the new engine bodies + various damage VFX:
engine04.gif engine05.gif engine07.gif
engine19.gif engine02.gif engine08.gif engine09.gif
engine10.gif engine12.gif engine18.gif engine11.gif
engine16.gif engine15.gif engine14.gif engine17.gif
Lots of new SFX added! Trees now correctly make a sound when they fall, and ships creak and groan when turning, among other goodies.
Characters will now roll out of a fall when hitting surfaces at certain angles and speeds.


NOTABLE BUGFIXES AND CHANGES!!!
Cannon shells now correctly damage and knock back players. Previously only a direct hit would affect the player.

Previously, unattached ship parts took no damage from physics collisions, only taking physics damage when they became part of a ship. As we continue to overhaul the physics damage system, this has been fixed – be aware that loose ship parts are much more fragile now! Take care when moving them around.

Unattached or detached ship panels colliding with a ship only receive physics forces, and do not cause any to the ship. This should resolve most cases of loose panels freaking out when caught in certain positions and destroying the rest of a ship.

Also as part of the physics collision damage system overhaul, players in the ragdoll state now take damage again. The physics calculation takes into consideration the part of your body at the collision point. Fear not, oldschool Alpha testers: the damage calculations are much more consistent than the first implementation back in the day.

Using the crew beacon now unregisters you from your reviver, and also drops your whole inventory – including your belt! Be careful.

A complete reimplementation of the UI and inventory has been performed. Lots of bugs have thus been fixed (items sometimes not being placeable in certain squares, rotating while taking clothing items off, goofiness in the schematics screen, ship frame editing UI not going away after exiting, etc.), but there might be some new issues. Please let us know if you find any. The Knowledge tree tab will be due for the same treatment in a future patch.

As part of the inventory rehaul, an exploit that allowed players to put items onto the (supposedly unusable) belt separator squares has been fixed.

Fixed an exploit that allowed rapid spamming of “E” to pick up multiple copies of the same atlas shard.

The hotbar and healthbar now show when mounted on an object (e.g., helm). No more guessing your health!

Crew members should now display their names when moused over. A future bugfix on the crew system will allow crew members to always display their names.

The tops of stormwalls and sandstorms now extend to an appropriate altitude. Players will no longer be able to fly above the visible part of these walls.

Procedurally generated cannons, engines, and wings have had their stats rebalanced. Notably, the minimum possible value for all stats has been returned to 5, regardless of rarity. In 0.1.4 and 0.1.5 the minimum values gradually increased with rarity, but the resulting lack of variety felt worse.

The rules for assigning art and names to procedural ship parts have been adjusted to allow certain rare combinations to happen more often.

Loot tables have been rebalanced.

Timers for objects sinking into the ground and deteriorating have been rebalanced.

The “chest” object players could craft and place on islands has had its art updated and its name changed to “makeshift storage.”

Extinguished campfires and empty makeshift storages should now be buried by lightning striking the island.

Switching to an item on your hotbar will always properly equip it now, even when swapping quickly between different items.

Salvaging and repairing have had their effective range reduced. No more chopping trees from 30 yards away!

Placing ship parts has a max range now as well.

Some optimisation has begun to make ship frames less computationally expensive on the client.

Fixed a server performance issue when too many players manned cannons.



OTHER FIXES AND TWEAKS!
A Closed Beta splash screen has been implemented.

Repairing a crafted object with a different quality from what was used to craft it will now update the quality of the resource in the object. It is now no longer possible to exploit the repair-salvage loop to infinitely convert low quality resources into higher quality resources.

Fixed an exploit that allowed players to apply rich text formatting to their chat messages.

Fixed an exploit where players could dupe items via the cannon ammo box. The consequence is that a gunner on the cannon will prevent a second player from opening the ammo box until the gunner releases the cannon. In the future the ability to use both parts of the cannon at the same time will be restored.

Fixed an issue where sometimes players couldn’t interact with their shipyards after relogging.

Fixed players not being able to remove certain ship parts if they were damaged.

Docking distance has been slightly increased.

Fixed an issue where items could be dragged behind the inventory.

Improved resolution scaling for some UI screens. This will require further work to be considered complete.

When editing ship frames, bloom and depth-of-field blur on the placeholder graphics have been disabled. Larger tweaks to the graphics will come in future updates.

Smoothed out placement rules for timed explosives and atlas lifters.

Torches and atlas lifters should no longer sometimes appear at the player’s feet when equipped.

Numerous audio bugs have been fixed.

Ailerons now correctly have collision.

Fixed some bugs with cooking and eating.

Some particle effects were not correctly destroying themselves after expiring, causing performance issues. This should no longer occur.

Banned players will now receive a clearer message when banned.

Grabbing the helm no longer triggers the respawn/teleportation SFX.

Fixed flags flipping their orientation when turned 180 degrees.

Fixed an issue with ambient occlusion.

Fixed incorrect icons for thuntomite steak, fuel, and the two Founders’ flags, among others.

The glider and backpack models have been resized on male characters to appear more proportionate.

Updated the golden Saborian giant head statue asset and changed its material to verdigris to better match the style of other Saborian art.

Saborian loot containers and chests have had their visuals updated.

The campfire and torch have had their art assets updated.

Minor visual tweaks to the crafting station, shipyard, helms, and other assets.

Updated moon textures.

Minor visual tweaks to the wind trails.


Stay tuned and may the winds be in your favour!


Love,
J

Raskolnikov
Nov 25, 2003

0.1.6 will have a knowledge wipe and schematic rebalance so fancy engines can be found again. Also everyone gets three characters so that's nice.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
Crew beacon will drop all your poo poo. But three characters might make up for that?

7c Nickel
Apr 27, 2008
Ok so current situation is that there will be a wipe and big patch on the 6th, but it will still be on the old map. There will be another wipe and patch 2 weeks after that to bring in the new map.

Also if you have the Island Creator, check out the map I just made.

https://steamcommunity.com/sharedfiles/filedetails/?id=1292255598

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
The map will be the one we haven't tried yet, the old US West. Also they're going down to one server per region so players should be less spread out.

Jackard fucked around with this message at 10:05 on Feb 5, 2018

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Raskolnikov
Nov 25, 2003

https://www.worldsadrift.com/blog/worlds-adrift-closed-beta-0-1-6-1-patch-notes/

quote:

It’s up. Welcome to the fresh newly wiped game.



NEW FEATURES


Swivel guns have been added to the game! These deck-mounted shotguns are effective against players and creatures, and come as a full category of procedurally generated schematics with procedurally generated art (like cannons).
A branch of the Knowledge tree has been opened up for swivel guns.
Accounts are now allowed multiple characters, up to a maximum of three. Players are able to make these characters all on one region, or split across different regions. Your first character is still considered the primary character, and must have the name you reserved upon registering for a Worlds Adrift account.
Logging out without exiting the game now works, taking you back to the character select menu.
Tooltips now appear on the UI for new players, helping to explain the basic features of the game. This is an ongoing effort and will continue to be tweaked and added to. Feedback on the new player experience is invaluable to us!
Containers attached to ships are now locked by default on owned ships. Only the ship’s owners (players with a reviver on the ship) can access them. This lock is disabled when the container has been damaged sufficiently. Containers on unowned ships are not locked.
The schematics for some atlas core upgrades are now automatically learned by your character at certain Knowledge milestones. Players will find a new section of the Knowledge tree devoted to Atlas core upgrades. Drop rates and locations for the other atlas core upgrades have been adjusted.
Lots of new VFX added! Crafting and engines in particular have gotten big facelifts.
Lots of new SFX added! Trees now correctly make a sound when they fall, for example.
Characters will now roll out of a fall when hitting surfaces at certain angles and speeds.


NOTABLE BUGFIXES AND CHANGES



Cannon shells now correctly damage and knock back players. Previously only a direct hit would affect the player.
Previously, unattached ship parts took no damage from physics collisions, only taking physics damage when they became part of a ship. As we continue to overhaul the physics damage system, this has been fixed – be aware that loose ship parts are much more fragile now! Take care when moving them around.
Unattached or detached ship panels colliding with a ship only receive physics forces, and do not cause any to the ship. This should resolve most cases of loose panels freaking out when caught in certain positions and destroying the rest of a ship.
Also as part of the physics collision damage system overhaul, players in the ragdoll state now take damage again. The physics calculation takes into consideration the part of your body at the collision point. Fear not, oldschool Alpha testers: the damage calculations are much more consistent than the first implementation back in the day.
Using the crew beacon now unregisters you from your reviver, and also drops your whole inventory – including your belt! Be careful.
A complete reimplementation of the UI and inventory has been performed. Lots of bugs have thus been fixed (items sometimes not being placeable in certain squares, rotating while taking clothing items off, goofiness in the schematics screen, ship frame editing UI not going away after exiting, etc.), but there might be some new issues. Please let us know if you find any. The Knowledge tree tab will be due for the same treatment in a future patch.
As part of the inventory rehaul, an exploit that allowed players to put items onto the belt separator squares has been fixed.
Fixed an exploit that allowed rapid spamming of “E” to pick up multiple copies of the same atlas shard.
The hotbar and healthbar now show even when the character is mounted on an object (e.g., helm). No more guessing your health!
Crew members should now display their names when moused over. A future bugfix on the crew system will allow crew members to always display their names.
The tops of stormwalls and sandstorms now extend to an appropriate altitude. Players will no longer be able to fly above the visible part of these walls.
Procedurally generated cannons, engines, and wings have had their stats rebalanced. Notably, the minimum possible value for all stats has been returned to 5, regardless of rarity. In 0.1.4 and 0.1.5 the minimum values gradually increased with rarity, but the resulting lack of variety felt worse.
The rules for assigning art and names to procedural ship parts have been adjusted to allow certain rare combinations to happen more often.
Loot tables have been rebalanced.
Timers for objects sinking into the ground and deteriorating have been rebalanced.
The “chest” object players could craft and place on islands has had its art updated and its name changed to “makeshift storage.”
Extinguished campfires and empty makeshift storages should now be buried by lightning striking the island.
Switching to an item on your hotbar will always properly equip it now, even when swapping quickly between different items.
Salvaging and repairing have had their effective range reduced. No more chopping trees (or salvaging someone’s engines) from 30 yards away!
Placing ship parts has a max range now as well.
Some optimisation has begun to make ship frames less computationally expensive on the client.
Fixed a server performance issue when too many players manned cannons.


OTHER FIXES AND TWEAKS



Repairing a crafted object with a different quality from what was used to craft it will now update the quality of the resource in the object. Thus it is no longer possible to exploit the repair-salvage loop to infinitely convert low quality resources into higher quality resources.
Fixed an exploit that allowed players to apply rich text formatting to their chat messages.
Fixed an exploit where players could dupe items via the cannon ammo box. The consequence is that a gunner on the cannon will prevent a second player from opening the ammo box until the gunner releases the cannon. In the future the ability to use both parts of the cannon at the same time will be restored.
Fixed an issue where sometimes players couldn’t interact with their shipyards after relogging.
Fixed players not being able to remove certain ship parts if they were damaged.
Docking distance has been slightly increased.
Improved resolution scaling for some UI screens. This will require further work to be considered complete.
When editing ship frames, bloom and depth-of-field blur on the placeholder graphics have been disabled. Larger tweaks to the graphics will come in future updates.
The grappling hook now calculates its trajectory from the arm rather than the center of the screen. This means sometimes the hook will not always hit the target at the center of the screen, instead being “intercepted” by an object in the way. Be careful!
Smoothed out placement rules for timed explosives and atlas lifters.
Torches and atlas lifters should no longer sometimes appear at the player’s feet when equipped.
Numerous audio bugs have been fixed.
Ailerons now correctly have collision.
Fixed some bugs with cooking and eating.
Some particle effects were not correctly destroying themselves after expiring, causing performance issues. This should no longer occur.
Grabbing the helm no longer triggers the respawn/teleportation SFX.
Updated the golden Saborian giant head statue asset and changed its material to verdigris to better match the style of other Saborian art.
Saborian loot containers and chests have had their visuals updated.
The campfire and torch have had their art assets updated, and their lighting adjusted to be warmer and softer.
Fixed flags flipping their orientation when turned 180 degrees.
Fixed incorrect icons for thuntomite steak, fuel, and the two Founders’ flags, among others.
The glider and backpack models have been resized on male characters to appear more proportionate.
Minor visual tweaks to the crafting station, shipyard, helms, and other 3D assets.
Fixed an issue with ambient occlusion.
Updated moon textures.
Minor visual tweaks to the wind trails.


See you in the skies!

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