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Behold the Spires!

Today Kali Spires will start spawning across the world. This will be our final static map through the conclusion of the test. As with Volcanyons, improvements and tweaks have been made to Kali Spires, but may require additional refinement as we learn what resources are too scarce, whether the designed activities are enough to keep people engaged, how walkers of all types are able to get around the map, etc.

We really sincerely hope that everyone has enjoyed the test, even with all of the bumps along the way. There are a few more weeks to go still, but this marks a sort of halfway point, so we wanted to provide the community an opportunity to provide feedback.

https://forms.gle/c5Kg4BzdmXobv7wj8


This is a link to Google Form. This feedback is incredibly important and valuable to us. Please take the time to fill it out, we scrub it thoroughly and it is incredibly helpful in our decision making.

New Features
  • Kali Spires! And finally the appearance of Gogo for the first time on official servers.
  • Added Artisan Soil Auger. Walker tool attachment that gathers soil-based resources.
  • Added Volcano POI to volcano and volcanyons map. An erupting volcano provides large amounts of lava and/or obsidian, depending on which map.


Proxy Polish
  • Proxy Claiming Mechanic polish
  • Set proxy timers to be during region primetime
  • Improved the logic for claiming to be reliable and consistent when driving around
  • Lowered Proxy’s center of mass.
  • Removed schematics, rigs, and meteor cores from being generated by the proxy
  • Set Proxy to Heavily Damaged at 20% HP


Balance
  • Reduced cost of ceramic bolts by 40%, iron and nibiran by 70%
  • Scattershot damage reduced against medium, hard, and reinforced (50% decrease)
  • Reduced Hornet turning radius and max speed.
  • Made repeater projectiles storage increase with quality
  • Reduced schematic relic hunter price
  • Reduced HP scaling for quality walker wings/legs (+5/+10/+15/+20%)
  • Rebalanced walker hull and leg HP. Most walkers increased HP by ~2.5x. T1 legs ~1/5th of walker HP. T2 legs +20%. T3 legs +20% of T2 legs. T3 legs armor reduced to medium
  • Increase Firebolt, Hellfire Bolt, and Hardened Hellfire Bolt damage to offset the increased walker HP
  • Increased cost of meteor core in charged boulders from 2 -> 3
  • Reduced Rokker reload time 2s -> 8s.
  • Disabled damage to structures on damage protected walkers
  • Reduce torque effectiveness when wings are missing
  • Remove torque battery from walker torque upgrades
  • Reduced APT range from 20m to 12m
Trade Station
  • Stop resetting walker timer after duel and trade interactions
  • Protection timer is now persistent, which means it does not reset when being packed. It needs to “regenerate” time by being packed, like when you driver out of the Trade Station. Should help to clean up the walkers being left there not in active use.


Improvements
  • Fully set up quality mob variants and created variations of them. Added loot tables (rigs, schematics, etc) to themAdded 3 “lives” for each player in Shaman’s Pit
  • Walker leg collisions and optimization improvements
  • Ancient City optimization pass
  • Reworked Rupu Gates on Ancient City
Asteroids
  • Reworked asteroid landing position logic so that it lands randomly around the tile, instead of at POI locations
  • Set 3 minute delay to map icon of asteroid shards actors
Maintenance
  • Added red warning light to maintenance chest when the base is decaying.
  • Fixed maintenance calculation to update correctly
  • Restored previous stamina regeneration for players
  • Added projectile damage modifiers to popup widget


Fixes
  • Respawned all POIs (should fix missing camps/POIs not spawning)
  • Fixed remote weapon trajectories
  • Added icon for Winged Helmet
  • Fixed the Relic Hunter Widget being cut off
  • Removed feathers from falco and raptor flag recipe
  • Fixed a bunch of server crashes
  • Fixed repair station UI widget being covered
  • Set wingsuit stamina use update interval to 0.25s
  • Added percentage info of foliage harvesting to in-game Wiki
  • Changed Charged Boulder mesh to be a darker rock
  • Fixed rupu sling shooting badly
  • Fixed harvesting brine lakes
  • Fixed Torque Battery and Pack Mule Modules
  • Fix techtree location of steering levers and cage
  • Fixed driver’s cage being destroyed on placement
  • Fixed treasure maps not spawning correctly
  • Fixed balang and silur platform collisions being too thin
  • Fixed lava planes saying “Collect Toxic Water”
  • Stop cobra movement when not in drive mode
  • Fixed missing torque backpack in tech tree

Hotfix 1.6.43723

Mapping
  • Improve POI spawning inside landscape
  • Fixed small rock collisions on Volcanyons.
  • Respawned all AC POIs and reduced roam rupu (200 -> 60)
  • Respawned all Volcano POIs and reduced roaming rupu (400 -> 200)
  • Allowed fire darts to be placed in ammo chests
  • Added Brine to Volcanyons. Gathered from lakes around the map. Can turn into salt in clay pot.
  • Respawned Canyon POIs and reduced roaming rupu (600 -> 200) and phemke (400 -> 300)
  • Increase light/visibility on volcano
  • Respawned all Cradle POIs + reduced number of roaming rupu (300 -> 100)
  • Hide grappling belt charging station in tech tree


Crafting
  • Reduced Triple Stitch armor XP. Increased triple stitch cost in chest (6 -> 12)
  • Fix fire darts being too cheap in T3 WWS.
  • Added recipe for ancient repair hammer
  • Changed toboggan recipe to remove feathers
  • Added potions to clay pot
  • Fixed Apple Kambaro giving 40k XP.
  • Set repair station input/output to 4.


PvP Balance
  • Increased SS base damage (between where it was originally and last patch). Reduced damage against soft 2 -> 1.25
  • Nerf explosive darts damage (30 -> 3). Increase explosive radius and damage falloff, increase deviation.
  • Rokker reload 3s -> 2s. Increased distance and speed modifiers
  • Melee damage quality modifier pass (0.9, 1, 1.08, 1.12, 1.15)
  • Move steering lever cage to small spot.
  • Fixed charged boulder splash falloff not working correctly (should do less damage to structures inside building)
  • Increase repeater dart velocity/range


Tweaks/Crashes/Fixes
  • Fixed crash related to repairing an item without a repair recipe
  • Added vault icon
  • Add stamina and water values to character HUD widget
  • Fixed mollusk packing interaction being on door
  • (Actually) Fixed invisible collision below mollusk
  • Reduced min/max amount of water at Vitamin Trader. (10-50)
  • Fixed (hopefully) players going to offmap lobby on enemy walkers
  • Fixed module fabricator being single use. Should last 15 minutes after first successful craft

Patch Day!

[h3]Greetings Nomads[/h3]

Today is patch day and we’re pulling in a ton of requested changes and fixes that we’re super excited to share, namely Adding further improvements and content to the Volcanyon tile, adjustments to walker power and cap (specifically for larger clan cap tiles), changes to crew sizes, rigs, and a whole lot more.

Unfortunately, there is some bad news - we have not yet received our Xbox certification. As a temporary solution, we are building a network compatible patch that should let Xbox players continue to connect and play the game, however, it is very likely that you will experience a bunch of new bugs as many of the changes we have made won’t be reflected on your client. On the bright side, we made the beatstick unlocked by default and made some changes to enable the tutorial, so progression should now be much smoother.

While we received certification for the original S6 patch, there were some follow up issues which have prevented further certification until it’s all resolved. This is obviously not ideal, but the amount of critical bugs and balance fixes were piling up and we can’t wait any longer.

We will restore full Xbox functionality as soon as we are able.

Now, for the patch notes.

[h2]Gameplay[/h2]
  • Made totem of power easier to understand on how to claim and loot it
  • Fixed canyon burnable chest rupu camp not taking damage from fire arrows
  • Made totem of power grapple-able to make pvp on top possible, as intended
  • Changed Beatstick to automatically unlock at level one
  • Changed desert mule weight multiplier from x15 to x3
  • Fixed some instances of scattershot meshing
  • Increased visual cull distance of Totem of Power
  • Made Scattershots lose up to 75% damage with distance
  • Reduced damage of slow boulders and damage dealt to very close targets
  • Made ancient fabricator make noise and smoke on use
  • Added horizontal scrollbar to trader screen to display more items
  • Improved networking with wingsuit for better optimization
  • Set throwstone to be craftable by default without unlocking from techtree
  • Removed worm egg from tincture recipe since it has worm oil already
  • Fixed Worm Tincture item description
  • Reduced scattershot damage vs players by 50%
  • Set projectile info widget to show effective damage instead of percentage vs each material
  • Hopefully fixing animation bug when unmanning turrets and freezing character in a pose
  • Restored cooked apple and corn recipes to use in Clay Pot
  • Made aloe edible again for emergency situations just like cactus flesh
  • Added new Magma seeds icon
  • Set items to show thirst increase by percentage rather than a flat number
  • Fixed magma seeds not being harvestable
  • Added sand as allowable resource in the Vault
  • Changed fiber bandages to craft 4 at a time per 1 ash
  • Added much longer grace decay period and increased the time between each decay
  • Changed woodworking stations to 3x4 instead of 2x6 input slots
  • Fixed Shaman’s Pit loot not being deleted upon looting action
  • Added visual and audio effects to Shaman Pit
  • Set Shaman’s Pit to spawn loot when tower is completed rather than when player spawns in
  • Fixed decals
  • Added missing asteroid events to Volcanyon tile
  • Reduced armor durability damage from Water Hose
  • Increased drop rate of module components
  • Replaced Tallow in short saw recipe to allow for use in canyon’s map
  • Fixed output size stack for Tier 2 and 3 Woodworking stations
  • Fixed inconsistent recipes for water between campfire and cooking pot
  • Added burning wood slabs in campfire/cooking pot to last for 10 minutes each
  • Disabled eclipse when trying to claim Totem of Power
  • Set driver cage weight to 2000kg (from 3000)
  • Reduced quality scaling with weapon damage
  • Nerfed quality weapon dmg and buffed quality armor and tool durability
  • Hid tier 2 and tier 3 stinger from tech tree
  • Fixed bug with Ballista rotation
  • Fixed throwable aloe bomb to use correct mesh and no longer explode
  • Fixed player thrown chalk bomb being gas
  • Improved draggable loot crates in Canyons
  • Improved server restart time

[h2]Walkers[/h2]
  • Improve dinghy, stiletto, and toboggan cargo/packing interactable location and distance
  • Adjusted walker power and number of crew slots to coincide more with rigs
  • Fixed collisions on Anti Personnel Turret
  • Building on a walker will now auto-destroy structures on the walker not registering to a valid rig spot
  • Improve balang low speed power
  • Changed Camelop walker to require Magma seeds to lock crafting to Volcanyon tiles.
  • Added Chitin to Falco, Buffalo, Tusker and Hornet construction
  • Made domus and mollusk doors unlock at 50% HP, same as cargo inventory
  • Changed Proxy walker to only use clan power when it is not deployed
  • Lowered Proxy walker center of mass
  • Fixed lazaward glitching in landscape
  • Set walkers modules back to 100 slots by default
  • Teleport walkers packed in trade in lobby only if the tile is decaying, and not when the server is safely shutting down for maintenance
  • Optimized culling distance of walker structures
  • Optimized culling distance of walker legs and wings
  • Optimized LODs and drawing distance of all walkers
  • Reduced pebble hp to make walkers travel over them easier
  • Fixed collisions on bottom of mollusk to get hung up less often
  • Changed Heavy armored walker legs to Hard armor type
  • Removed ability to self-destruct PVP tagged and already zeroed walkers
  • Removed large rig spot from Stiletto Tier 3 rig
  • Removed large rig spot from Toboggan Tier 3 rig
  • Increased proxy walker weight capacity from 2000 to 8000
  • Cleared travelled location for proxy walker after successfully claiming the tile
  • Made walker cap less restricting for larger cap tiles
    (6 cap: 200)
    (12 cap: 250)
    (25 cap: 400)
    (50 cap: 500)
  • Fixed going over walker cap not affecting some walkers

[h2]Maps[/h2]
  • Fixed some incorrect loot spots in Ancient City
  • Added quests and auctions to volcanyon map
  • Fixed missing trader spawns in Ancient City
  • Removed some duplicate things spawned in Ancient City
  • Maps will now hide player numbers when inactive
  • Improved huge rock collisions and LOD’s on Cradle
  • Added insects and cotton to volcanyon map
  • Removed fog from Volcanyon map canyons
  • Removed ceramic from Canyon asteroids and replaced with clay.
  • Removed meteor cores from cradle asteroids
  • Reduced iron ore drop rate of Volcanyon asteroids
  • Added small amount of chitin to Volcanyon asteroids

[h2]Creatures[/h2]
  • Added swamp papak to volcanyon map
  • Added spawn chance to Rupu gates in Ancient City to add some variability
  • Removed Rupu Gate armor type in Ancient City
  • Fixed clear any rupu camp quest
  • Added small chance to gain rigs from various rupu camps
  • Added better loot options to creatures (Nurr will sometimes drop fang in a bag)
  • Added schematics drops to nurr and other larger creatures
  • Show detailed tool info on dead creature bodies
  • Fixed loot harvesting on Koa and Papak
  • Fixed Okkam body sometimes being destroyed by stray guns + melee shots

Modkit
  • Exposed some more variables to blueprints for Modkit users.

Testing Day 5

[h3]Greetings Nomads
[/h3]
We wanted to update you on what’s happening with the test as we’ve had some exciting content over the weekend along with a few speedbumps that we need to address.

[h2]Tile Claims
[/h2]
Proxy walkers have been seen roaming the Oasis! With the release of the Ancient City tile, we’ve started to see proxy walkers going down. Congratulations to Vanguard for being the first clan to claim a tile! This is our first foray into the new system and we’re looking forward to seeing the larger groups fight over control of their tiles. Hopefully this will add some much needed politics and governance for the smaller groups of players as well as some exciting and dynamic PVP events.

[h2]Server Issues
[/h2]The servers are experiencing a lot of lag right now because we’re basically running them at maximum capacity. For this test we had a finite number of servers allocated to the game and despite our best guess, the population has grown larger than we planned for. This is why you might experience high ping on a server.

To be clear, having too many players is a best-case scenario for us and we’re happy everyone is enjoying the game to this extent. We’ve already moved some server’s location around to alleviate this issue and we’re going to look into what else we can do to solve the problem in both the short and long term. We respect the time you’ve put into this test and the difficulties you’ve had. We’ll do what we can to make it work. At the very least, this shows us what we need to prepare going into Season 6.

[h2]Patching[/h2]
We mentioned last week that we’re going to be patching some bugs and crashes we’ve found in the test so far. This will include some slight balance changes to things we’ve observed as well but we’ll share those with you once the patch is approved to go live. At the moment, we’re still waiting for certification on it but will fix some common problems like what Xbox players have been experiencing with the tutorial.

[h2]The Next Tile
[/h2]As we get into this next week you won’t see daily updates from us unless something else rears up as a particularly important topic. Our tentative plan right now is to start a rolling release of the Volcanyon tile this Thursday with the subsequent event tiles shortly after as we go into the weekend. There will be further tiles that open up as the old ones burn. We’ll do a blog post for that going over the details but wanted to give you a heads up on timeline so you can plan your move accordingly.

[h2]Feedback[/h2]
Finally, we wanted to highlight as well in this post that we are intensely looking into all of your feedback. Any suggestions made on our discord especially, we are taking into consideration and will do our best to catalogue improvements. Without you all we don’t have a game so we’ll do what we can to take the best ideas and give the players what they want.

Testing Day 2

[h3]Greetings Nomads[/h3]

Another day in the wastes and we’re expecting to see another peak player count as we head into the weekend. We wanted to reiterate how excited we are to see so many of you returning to give the game another chance. With that, we have decided to release even more of what we’ve been working on with the introduction of Event Tiles! These will be a hotspot for PVP and players will only be able to spawn on them with a walker in the tile (No spawning in desert). So let's talk a little about what you should expect.

[h2]Quality System
[/h2]
With these new event tiles you’ll notice a Gold diamond marking the tile. This indicates it is a “Quality Tile” where colored variations of Green, Blue, Purple and Gold quality enemies and resources will start spawning. The tiles will last 2 hours and you’ll notice that these resources do not respawn and will show up at varying degrees of rarity. This season we wanted to make legendary difficult to find so we suggest you bring a rangefinder to scout out the most valuable resources.

[h2]Ancient City
[/h2]
You will start to see ancient city tiles spawning today on your respective server. These new event tiles will be similar in look to previous seasons, but with some new mechanics. The new Relic Hunter classification that you can find in any trade station will accept some special resources from that area. Additionally, the Ancient City is where you will find Stone Planks. These are an event tile specific resource used to craft the Proxy walker.

[h2]Tile Claiming
[/h2]
The new tile claiming system with proxy walkers is being released with these maps as well. It takes a great deal of resources to build a proxy walker but they are now re-useable and utilize a different claiming method of distance travelled rather than deploying in a specific spot. We’re hoping this new system will introduce a whole array of politics as clans fight for ownership of their tile. That’s not all though, as the owner of a tile, you will have specific benefits to new buildings and craftables that will greatly increase your effectiveness when it comes to attacking and defending. We strongly suggest you give it all a try.

[h2]Moving Forward
[/h2]
With this addition of content, we’re expecting to see a lot more bugs and balance issues take rise so please remember that we are extremely interested in your feedback at this stage of the game and will take everything to heart when we’re iterating for the release of Season 6. Our only real way to see what needs fixing is to have this many players testing and establishing a meta for us to work with as we move forward so please understand we will need to fix things as they come.

But most of all, have fun with this new content. It’s about to get a whole lot more exciting!

See you in the wastes