Greetings Overseers!
Today we have a big bug fix patch, intended to address some new and old bugs. We also have some rebalancing of certain features that were annoying to players (like animal loot tables).
Our primary motivation was to increase the amount of action in the early and mid game, but also improve your ability to combat it. We increased the frequency of pirate raids, and added a pirate hit squad that will seek you out when you haven't undergone combat in some time. To counteract this, we greatly buffed Drone, Combat Drone, and GUARD bot base statistics. You should see them MUCH more powerful when engaging pesky animals and pirates.
We have a new QA process in place to attempt to prevent any more major issues (like what we saw in the last patch with exploding storages). From here on out, please join our public "test" branch if you'd like to help us with testing our game. We will be heavily refocusing on bug fixing and quality improvements, instead of new features, and moving to a slightly slower patch schedule of 1/week, in an attempt to continue to improve stability of our existing features.
Stay tuned for our list of fixes for next week!
Bug Fixes
- Pirates that takeover bases will patrol the command station and properly aggro players (WIP)
- Fix the turret not animating properly
- Fix for the door checkbox not being properly set when you open a different door.
- Touchup collision on doors to auto open
- Auto Doors will be more responsive
- Add a pirate "hit squad" that spawns every 20-30 min if you haven't been in combat within that time
- Reduce default pirate raid timers, back to a reasonable amount (20-30 min on easy, 18-20 min on hard, 16-18 min on impossible)
- Every 5th pirate raid is a "mega raid" with 3 more pirates all 10 levels higher than the norm.
- Significant buffs to minion bot base stats. Drones can now handle most weak animals and low level pirates, and GUARDS can handle medium level animals and pirates even with no gear on
- Add the proper repair pack recipe to machine shop for AutoWelder
- Fix a problem with the inventory manifest on server load and structure upgrade
- Improvements to inflow and outflow pipelines: add arrows to indicate direction, make sure a pipe can't connect source and target to same object, and fix an issue with snapping being too "sticky"
- Fix doorways so AI can path through them again
- Big rebalance of animal loot tables - make higher level animals guaranteed drop high level animal crafting materials, and make the rare drops even better
- Change spawning system so territory doesn't govern exclusion, just proximity to structures. Structure within 10m will disable spawns.
- Resource gathering structures are more tolerant of server stress in terms of resources per minute
- Fix a bug where player could stay connected to power grid after logout
- Fix some UI issues with the right-hand inventory
- Fixed some scrap rewards and make sure you can't scrap if scrapable but no scrap reward.
- Fixed issue where jumping a bunch right at spawn sequence start (getupanim) would cause the drop to retrigger many times and call many droppods.
- Fixed if tutorial is complete destory drop pod on spawning in.
- Added a text indicator for turret counts in the map
- Fixed turret count not updating properly and displaying properly on the map.
- Fixed various world art bugs
- Added Mauler Camp in X2Y2, added several art details
- An attempt at a better location for choosing raid points. Use world spawner locations that are far enough away from the home location
- Fix some bugs with voice chat
- Fix AI perception bugs, again
- No more building while the player is in deep enough water to be "swimming"
- Redid crafting entries slightly so it looks better and takes up less space
- Sorted all the other inventory lists alphabetically (to the first letter)
- Make upgrade button have a 1 second cooldown so it can't be accidentally spammed.
- Valid dropped backpacks will now count towards colony value.
- If players aren't finished with the tutorial and have a colony value under 250k then they spawn with their first spawn inventory.
- ShowMeTheMoney is now sorted alphabetically and all the empty names are taken out.
- Can no longer place things that aren't liquid in the stoage tanks.
- Fixed resource mining so that the popups will now display FULL in red if your inventory is full.
- Fixed it so that you can't gather more resources from a node than it has left
- Fixed quickmove not working for the first 8 slots on containers and such.
- Fix find nearby deposit distance check when AI search for mining deposits
- Add a dedicated charge point search task when AI need to charge
