Yesterday and today we've been rolling out, in stages, our super big push that adds to the game a lot of stuff people have been asking for.
First and foremost, the Architect profession. Yay!
Contained within the architect profession are the crafting schematics for other additions people have been bugging us for; Player Cloning Facilities, and Player Shuttleports!
Both Cloners and Shuttleports are full facilities with their own power and maintenance requirements, which can be crafted as efficient, or as shit as the materials and components going into them during crafting. The better you craft them, the less power and maintenance costs they'll require, and for cloner, the more clones they can store per player.
For those not in-tune with what this means for players; Player cloners are facilities that players themselves can now craft to allow themselves and others to "clone" or "resurrect" at that location upon death, as opposed to the permanent ATC facility, which could potentially be a dozen or more kilometers from where you died. Player shuttleports are facilities that players can now craft which allow fast travel between points on the map, making it infinitely easier to travel large distances with relative ease.
Additionally, both Cloner and Shuttleports can be used as a source of financial income, allowing their administrators to set and choose how much money they require for players to use, and allowing the admins to collect that money from the structure management terminals!
ADDED: Architect Profession! Architect requires Engineering IV in the artisan tree, at which point you can then select and learn "Architect" from the available professions list.
ADDED: Craftable Cloning Facilities! Currently available in generic and forrest styles, but will be available additionally in desert styles in the future.
ADDED: Craftable Shuttleports! Currently available in generic style, but will be available in generic, forrest, and desert styles in the future.
ADDED: Swimming! Now biological players can swim through the water in three dimensions (sorry cyborgs and machines, you sink!) with WASD and SPACE/CTRL for up/down movement. Be careful about logging out at the bottom of rivers though because soon enough you'll be able to drown ;)
ADDED: All new terrain, terrain textures, and foliage. People bitches about the terrain being too mountainous, so we modified it to have a lot more plains suitable for construction. It is, however, missing a lot of details that we simply didn't want to wait for their completion before making this push so that players could have access to the other new features as soon as possible, therefore expect more big changes to the terrain and its foliage to happen in the near future.
ADDED: Melee Combat! It's been a long time coming, but the game finally has melee combat. The one and only usable weapon right now is the axe, and it won't do damage until we push out a new schematic allowing players to control the damage through crafting, but the system is now in place and we look forward to improving on it in the next several updates.
ADDED: With the addition of shuttleports, certain players with their own unique islands have requests that their islands be introduced into the game now. You will only see their shuttleport locations if they have given access to either the general public, or you personally.
FIXED: The weapon sounds will not longer sound muffled by default.
FIXED: Login scene now reflects and animation during planetary synchronization to let you know it is, in fact, doing something.
FIXED: Tons of small stuff that I don't feel like listing.
IMPROVED: Post-Processing has been improved - We've boosted some effects while toning down others to provide a middleground between a cinematic experience, but also not causing too much eyestrain. Additionally, Depth-Of-Field has been re-introduced into the game but in a manner that does not hinder the players ability to clearly see important details.
IMPROVED: Grids now function a lot better now and more reliably so.
PROGRESS: We're still pushing along our total overhaul to the server to prepare it for near-hack-proof implementation of creatures and NPCs. We're still developing more creatures through this time, so once the system is usable, you'll have all available critters immediately.
Other features that we expect to have finalized this week in conjunction with what we already have are the implementation of actual doors with their own permissions set by the owner to allow only specified players into your property.
Thanks for all your support in helping us add even more content to the game in the near future!
