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Strayed News

Update 0.1.6.0 - Hunt or be Hunted!



[h2]Set up the turrets and secure our base, Strayer! We're chowing on venison tonight! 🦌[/h2]

You'd want to be secure before you feast on deer, friend.

Strayed Update 0.1.6.0 introduces a kind beast known as the Deer, and the vicious home-defending Turret!

Let's dive into the update and see what you'll expect in-game!



[h2]Deer[/h2]



Peaceful, friendly, and non-confrontational, the Deer strays about alone in the wilderness, eager to survive amidst the impending doom of getting hunted by the Strayers.

Deer don't go in packs and prefer to wander the fields alone. They're usually walking about in peace, until it gets spooked by a nearby Strayer or gets hit by a weapon. When spooked, it runs mighty fast and can outrun anyone who chases them - but when caught and killed, the resulting deer meat and cloth will have you hunting for more.

PRO TIP: When you're hunting for deer, always set up your next shot after the first. Deer don't go down easily.

[h2]Turret[/h2]



Strayers aren't always available to defend their territory. What's the use of having electricity if you can't use it to secure your belongings? Worry no more. Introducing - the Turret.

Turrets rely on electricity to work - but once it's plugged in, it can go ham real quick. With its 360 rifle bullets max capacity, it can mow down unwanted Strayers around the area. As its owner, it won't attack you outright, but friends need to authorize themselves to it in order to avoid getting shredded into pieces.

PRO TIP: The turret's 180° of horizontal & vertical sight and 30m range won't always cut it. Plus, it produces idle sound. If you're on the other side of it, take note of these flaws to navigate safely.

[h2]Trio Server Update[/h2]



Over the past few weeks, we have received a good number of complaints about teams and alliances of over 3 players within the Trio Server. We'd like to remind everyone that this is absolutely not allowed.

To counter this further, we have implemented a new system for server-specific bans that will be used more aggressively for trio-abusers.

We strongly believe this will mitigate (if not, eliminate) issues with Trio server abusers. If, by any chance, you encounter abusers any further, don't hesitate to report them in our Discord server's ticketing system.


[h2]Other Features, Fixes & Changes[/h2]

Besides Deer and Turrets, we've made changes and fixes in the 0.1.6.0 update. Here's a short list for you:

Fixes:
  • Fixed being able to edit wires on bases you don't own
  • Fixed locked crates despawning
  • Fixed being able to use melee weapons through walls
  • Fixed some items not automatically going to the hotbar
  • Fixed certain transactions making weapons have infinite durability/lose attachments
  • Fixed armor not hotswapping into inventory if you're wearing armor
  • Fixed mic amplitude not visualizing
  • Fixed sky rendering improperly on high FOV headsets

[h2]Join the Strayed Community![/h2]

If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
[h2] Official Strayed Discord Server [/h2]

Other Strayers are waiting for you to survive with them. Follow us and stay tuned to more updates and announcements on our official channels:
Official Strayed Subreddit Official Strayed X Page Official Strayed Instagram Official Strayed TikTok

https://store.steampowered.com/app/2359470/Strayed/

Update 0.1.5.0 - Basic Strayer Security



[h2]Time to lock your doors, Strayer! 🔐[/h2]

Don't worry, no one's raiding your base... yet.

Strayed Update 0.1.5.0 allows you to put key locks and smart locks on your doors for your convenience and others' inconvenience - may it be a friend or a foe!

Here's a quick glimpse into what you can expect in-game!



[h2]Key Lock[/h2]



Key Locks are craftable locks which you can attach to doors to lock them for everyone else. This means that you - and only you - can open and close doors with key locks.

To remove a Key Lock on a door, it must be unlocked. You can unlock your key-locked door by holding your index finger on the lock for 1 second. If successful, you should see the lock bars slide to the left. This renders the key lock "unlocked", which means it can be opened by anyone. Repeat the same step to lock it again.

PRO TIP: Remind your friends that you're the key holder so as not to make enemies out of allies.

[h2]Smart Lock[/h2]



Tired of teammates asking you to open doors for them? Introducing - Smart Locks! Similar to the Key Lock, Smart Locks are craftable locks you can attach to doors. Set your code and share it to your friends for them to unlock the doors. Keep in mind - anyone can attempt to "guess" your code, but not without risk of dying from shock damage.

Similar to Key Locks, you'll need to unlock your Smart Lock to pick it up. To unlock your smart-locked door, hold the "CLEAR" button for 2 seconds. If successful, you should see the light indicator on the top-right side of the Smart Lock turn green. This will render your Smart Lock "unlocked". Entering a new code will automatically put it back in "locked" state, which in turn will have a red light on the same indicator.



[h2]Core Foundations vs. Door Access[/h2]

As part of this update, door access is now completely unrelated to core foundations. This means that even if you gain access to someone else's core foundation, this doesn't mean that you've unlocked all doors within the structure connected to the core foundation.

Remember, you're responsible for your own locks and doors! Any doors without locks are now accessible to anyone!

A small update compared to the Electrical System one, but we're in for more in the near future!


[h2]Other Features, Fixes & Changes[/h2]

Besides the Key Locks and Smart Locks, we've made changes and fixes in the 0.1.5.0 update. Here's a short list for you:

Fixes:
  • Server optimizations
  • Fixed being able to place multiple C4 with high latency
  • Fixed single door desync
  • Fixed being able to phase through window bars
  • Fixed recoil when one handing guns
  • Fixed more causes for things to disappear after server restarts
  • Fixed invisible rock structures causing invisible barriers
  • Fixed being able to shoot through walls
  • Greatly improved item hotswapping QoL
    • Items will try to stack before going into empty slots
    • Armor equips automatically when hotswapped from containers

[h2]Join the Strayed Community![/h2]

If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
[h2] Official Strayed Discord Server [/h2]

Other Strayers are waiting for you to survive with them. Follow us and stay tuned to more updates and announcements on our official channels:
Official Strayed Subreddit Official Strayed X Page Official Strayed Instagram Official Strayed TikTok

https://store.steampowered.com/app/2359470/Strayed/

Update 0.1.4.0 - Electricity!



[h2]Good news, Strayer - IT'S ALIVE!!! ⚡⚡⚡[/h2]

Dr. Frankenstein jokes aside, we're super excited to announce the release of our first Electrical System!

Strayed Update 0.1.4.0 focuses on the addition of a basic electrical system for all Strayers. At last, we will no longer live like cavemen within walls as we explore the power of electricity and the light it brings to our homes.

Have a look at the new tools/items meant to bring some sparks flying across the islands!



[h2]Wiring Tool[/h2]



As the name implies - it's a tool for setting up wires. Like real life, wires are essential for connecting electrical components. At the moment, you can set up a maximum of 15 meters per wire, with a maximum of 10 segments (bends / turns) per end-to-end connection.

[h2]Battery[/h2]



The source of all Strayed electricity - the battery. This is what you'll be using to store electricity in for usage. Be careful though, batteries have a limited capacity (1000W) and output (10W) - you might find your whole electrical system broken, scratching your head so much only to find out that you don't have enough power!

[h2]Solar Panel[/h2]



So how do you power your system? Introducing - the Solar Panel! With right placement, you can use this to charge your batteries and/or power your whole electrical system. Outputs a maximum of 5W, and scales depending on time of day. Remember - it needs to be powered by the sun.

[h2]Switch[/h2]



With the limited capacity and output of both the Solar Panels and the Batteries, you'd want to control the flow of electricity. Nothing does it better than a switch! Simple, you turn it on, or off - vice versa. Of course, we're not forcing you to use a switch - but isn't the Strayer life better if you can control stuff?

[h2]Electricity Splitter[/h2]



Now, onto more creative stuff! Another way of controlling the flow of electricity - the Electrical Splitter! Planning to split power outputs to other components to make the most efficient use of it? This is the perfect component for you!

[h2]Electricity Combiner[/h2]



The other creative "sibling" of the Electricity Splitter - the Electricity Combiner does exactly the opposite. Do you have multiple sources of power you want to combine for MOAR POWAH? This component does it!

 [h2]Ceiling Light[/h2]



How else would you feel the power of electricity than creating light? The Ceiling Light provides dark places in your home (or wherever you put it) with illumination! Just make sure you power it with the components discussed above, otherwise, you'll end up with paperweight. By the way - it eats 2W and connects with a passthrough to other components.



Remember, each electrical component has "in" and "out" ports. Wire connections can be made between in and out ports to get the flow of electricity going.

That's it for the electrical components and system for now - but we'll surely release more soon!


[h2]Other Features, Fixes & Changes[/h2]

Besides the basic electrical system, we've made changes and fixes in the 0.1.4.0 update. Here's a short list for you:

Features:
  • Sleeping Bag limit
Fixes:
  • Hands getting stuck on bow after respawning
  • Left-handed M16 attachments not visualizing
  • Blueprint climbing exploit
  • Items not stacking when hot swapping in/out of a container
  • Stack splitting in containers not working
  • Fixed resource containers not loading back properly after server startups
  • Crossbow being able to shoot through walls in some cases

[h2]Join the Strayed Community![/h2]

If you have concerns/questions/suggestions/feedback etc., don't hesitate to chat on our Discord:
[h2] Official Strayed Discord Server [/h2]

Other Strayers are waiting for you to survive with them. Follow us and stay tuned to more updates and announcements on our official channels:
Official Strayed Subreddit Official Strayed X Page Official Strayed Instagram Official Strayed TikTok

https://store.steampowered.com/app/2359470/Strayed/

Strayed Update 0.1.3.0

Important: Starting today, we will be doing bi-weekly updates to improve our workflow. The constant delays and immediate bugs on wipe are a result of trying to cram a bunch of changes into just a couple days of work. With a bi-weekly update schedule, we can properly test our changes with staging servers and groups of testers. The next update will be May 24th and we'll be adding a bi-weekly server then!

0.1.3.0 Changelog

[h2]Added[/h2]
  • Player ragdolls on death
  • Synced finger tracking
  • Hitmarker sound effect
  • “Grip to drop” feature. Hold the grip button with dominant hand on a radial hotbar item slot for 1 second to drop the item


[h2]Changed[/h2]
  • Decreased bow shooting cooldown from 1 second to 0.75 seconds
  • Increased bow string nocking trigger radius


[h2]Fixed[/h2]
  • Decay system
  • Random teleports across the map
  • Double doors desyncing
  • Chicken meat objects frozen in remote player hands
  • Shredding ammo exploit
  • Bug that prevents inventory UI from closing after opening build menu (UI overlap issue)
  • Server restart notifications not showing in front of player
  • Bow shooting on pullout sometimes


Update on Steam and Applab. Thank you for the support!

Strayed Update 0.1.1.0 - New Build Pieces and Chickens

0.1.1.0 Changelog

[h2]Added:[/h2]
  • Chickens
  • Hunger system
  • New build pieces
  • Windowframe
  • Wallframe
  • U-Stairs
  • L-Stairs
  • New deployables
  • Wood window bars
  • Metal window bars
  • Wood double door
  • Metal double door


[h2]Changed:[/h2]
  • Increased bow shooting cooldown
  • Made crossbow easier to load
  • Increased size of slots in the inventory UI
  • Compressed some network packets


[h2]Fixed:[/h2]
  • Rewrote very laggy server code
  • Audio bugs (hopefully)
  • Memory leak when fetching servers