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Dev Log 5: Genetic Planting, Vehicle Development, Anti-Cheat System, and More

In this dev log, we will provide updates on the latest developments in our ongoing content development, including progress on vehicle development, genetic planting gameplay, integration of a new anti-cheat system, Christmas events, new skins, and issues to be addressed in the next version.

Please note that the information and concept art mentioned in the dev log about genetic planting gameplay, vehicle customization, etc., are preliminary previews and may subject to change during the development process.

[h2]Genetic Planting Expansion Gameplay[/h2]
We are expanding the planting gameplay by introducing five characteristics to seeds (ultra-low, low, normal, high, ultra-high), in addition to the existing six genetic influencing factors (moisture, light, temperature, fertilization, growth, and yield). After experimentation, players can cultivate seeds with better adaptability and higher yields.

Seeds collected in the wild initially have no characteristics, but they will randomly receive six genetic points after planting. These points are determined by characteristics and genetic combinations, such as low moisture, ultra-low light, high light, high fertilization, low growth speed, and normal yield. The differences in these genetic points often determine the quality of the seeds, with lower-quality seeds possibly having higher requirements for moisture or light but resulting in low yields upon maturity. Not every seed will have all six genetic points simultaneously.

To cultivate seeds, players must meet the basic conditions, which involve planting four mature seeds of the same type in its four adjacent directions. The genetic points will undergo characteristic changes during the "breeding period," indicating the completion of the cultivation process.

The genetic planting gameplay will be introduced soon, and we welcome your feedback and suggestions for gradual improvement based on your experiences.

[h2]Vehicle Development and Customization[/h2]
In the previous dev log, we have outlined our plans for expanding vehicles. The first step, "Vehicle Development," is nearing completion, and the team will internally test the system functionality and validate numerical values in the coming weeks.

The second step will truly implement "Vehicle Customization," which will be a major focus of our work in the coming months. Rest assured, this will not disrupt the current update schedule, and we will continuously address feedback from various communities to improve the gaming experience.

Regarding vehicle customization, we'd like to mention the concept of a "multi-functional assembled vehicle." By connecting two or more vehicle bodies and equipping them with powerful engines and various components, players can create a versatile armed vehicle capable of resource collection, close combat, high defense, and heavy firepower output. The practical design may earn its popularity, but experimenting with unconventional ideas based on settings can also bring unique enjoyment.



[h2]New Anti-Cheat System[/h2]
The integration of the new anti-cheat system is in progress. After integration, we will need some time for testing to ensure a smooth application without issues. If all goes well, the update with the new anti-cheat system is expected to be released by the end of December.

[h2]Christmas Activities[/h2]
Next week, we will kick off the Christmas-themed events. Players can receive surprises from Santa Claus, decorate Christmas trees with various ornaments and more!

[h2]New Skins[/h2]
Similarly, after the version update next week, 15 sets of new weapon skins will be added to the decoration supply box. Players can craft and use these skins at the weapon crafting station, and they are also available for sale on the Steam market.

[h2]The following issues will also be addressed in the next patch:[/h2]

  • Woodpecker anti-aircraft missile launchers unable to lock onto Imperial armed helicopters NPCs and "Infiltrator" Missile Launcher unable to lock onto Imperial tank NPCs. Their perception and attack range will also be reduced.
  • Placing or destroying other players' bulletin boards grants experience points.
  • The host's character disappears when entering the game for the second time in Solo/host games.
  • Tungsten core armor-piercing rounds having too low damage against buildings.
  • Some scene models display abnormalities in DX12 mode.
  • Abnormal interface at 5120*1440 resolution in full-screen mode.
  • Adjustment of the monster siege NPC spawn mechanism to reduce instances of monsters being stuck underground. Also, fixing the issue where configured pathfinding navigation does not take effect, reducing instances of monsters getting stuck on terrain or buildings.
  • For more issue fixes and optimization improvements, please stay tuned for the patch notes of version 1.0.19.

The Front 1.0.18 patch notes (12/12/2023)

We will have an update for patch 1.0.18 on 07:00-08:00 Dec 12 UTC. Sorry for the inconvenience and maintenance time could be postponed due to unexpected technical issues. Thank you for your understanding and support!

[h2]New Game Content[/h2]

  • Hazmat suit: can prevent radiation, infection, wearing it will take off the rest of your gear


[h2]Optimizations[/h2]
  • Adjusted the amount of materials needed for construction repairs within the beacon range and lowers the cost to repair constructions
  • Alloy Crossbow can be crafted at the weapons work bench now
  • Fixed the Elite Rocket Soldier’s animation
  • Adjusted the text in the remote control interface
  • Overall server performance


[h2]Bugs Fixed[/h2]
  • While landing the helicopter, auto-hover might cause the tail stuck into the terrain
  • Follower’s active attack mode is not working after switching them to stand by mode.
  • Ammo switching interface will appear even the character is not holding any weapons
  • Constructions ownership on the Warhammer will belong to the vehicle owner
  • After enable FSR settings, open crates in the desert will cause the game to crash
  • Pack reclaimer’s cool-down will not be refreshed by re log in
  • Pack reclaimer can be placed on the top of the foundation
  • The visual effects of the pack reclaimer is not moving with the warhammer
  • Storage boxes will float in the air after demolish the shelf underneath
  • Large server save data will cause the server fail to restart
  • The cable connection happened right before the server maintenance will cause the electrical system to not work after the server restart
  • Some translation errors

The Front Temporary Maintenance Notice (12/07/2023)

We will have a temporary maintenance on all servers during 07:00 - 08:00 Dec 7 UTC. Maintenance time could be postponed due to unexpected technical issues. Please be advised. Thank you for your understanding!

[h2]Bugs Fixed[/h2]
  • Fixed some server crash problems.

The Front New Servers Announcement (12/9 - 12/10)

This week, we will open 4 new NO-WIPE server.

Here are the arrangements for these servers:



If you have any suggestions, please leave a message or join our Discord: discord.gg/playthefront

Dev Log 4: Vehicle Customization and Progression (12/06/2023)

In our previous dev log, we mentioned our commitment to enhancing the depth of "vehicle gameplay." Specifically, we are making further efforts to introduce fresh experiences centered around vehicle customization and progression, aiming to uncover more surprises. Due to the extensive nature of the features involved in this development, we have planned a two-step implementation. The good news is that the expansion of vehicle gameplay is progressing smoothly, and this week, we have initiated testing for the first step, focusing on "vehicle progression."

Please note that the gameplay descriptions and concept images mentioned in this dev log are not final versions. There may be adjustments and changes before the final integration into the game. We encourage you to share your ideas and feedback to help us achieve the desired effects more effectively.

[h2]Vehicle Progression[/h2]
According to our current plan, the multidimensional attributes of vehicle components determine the vehicle's strength. These attributes are influenced by three factors: component upgrades, component forging, and reverse engineering. To upgrade a component, it must first be installed on the vehicle. Similar to character progression, components gain experience through various actions, automatically leveling up when enough experience is accumulated, resulting in changes to the component's attribute values.

Component forging involves using specific materials to forge designated attribute entries, increasing the corresponding attribute values. The number of forging attempts is closely related to component upgrades.

As for reverse engineering, it refers to creating new components by scanning and analyzing existing ones. The new components inherit the original attributes, with a chance of alteration, reduction, or enhancement based on probabilities.

[h2]Infinite Possibilities of Vehicle Customization[/h2]
The enjoyment of vehicle gameplay extends beyond progression. Vehicle customization should not be confined to fixed combinations of provided components. Our vision is that vehicle customization should inspire players to come up with imaginative ideas. Players can utilize various components such as chassis, engine, power systems, armor, weapons, and more to DIY their desired configurations and bring their ideas to life in the game. The unique and wonderful experiences derived from non-repetitive fun are what we envision for the vehicle customization gameplay.



(Note: The presented ideas are conceptual, and actual effects may vary in the game.)

Based on this concept, there will be numerous possibilities for vehicle appearances, such as a drill-equipped collection vehicle with melee capabilities, a spider-like mech with multiple mechanical legs, or a heavily armored tank that can take off with propulsion equipment. Customizing vehicles can be based on combat needs, amplifying specific strengths, or creating unconventional designs. Diverse component choices allow everyone to build their dream vehicles, and it's entirely up to the players.

In the future, the damage assessment of vehicle components will be independent. When components are damaged, they lose their intended functions, with varied impacts. For example, attacking outer armor does not damage the engine in the central position, a broken track does not affect turret rotation and barrel firing, and a blown tire may cause the vehicle to skid. These changes further increase the randomness of the combat process.

To reiterate, the above content is planned for gradual implementation in the second phase. With the opening of the creative workshop, we anticipate exploring additional vehicle gameplay possibilities. Even after the vehicle system matures, we plan to introduce diverse competitive game modes, such as racing events and skirmish events. For us, this goal will be long-term.

That concludes this development log. Remember not to miss out on more exciting information in the future. Please stay tuned!