Nexus-Ex, нет, я не занимаюсь запуском серверов этой игры Добавлено (16.01.16, 03:24)
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XDelta-Patch [0.3.2.9 to 0.3.3.0] в шапке
Цитата
VERSION 0.3.3.0 (16-JAN-2016)
Added pistol
Added a quick dirty inaccuracy to guns, movement speed and firing in rapid succession both contribute to an inaccuracy factor. Its by no means the changes I plan to implement for recoil, however its the best I could do in an hour with no sleep. Hopefully it makes guns slightly less OP.
Split pistol, bolt and AR to different ammo types
Added animal masks that is a rare drop from each respective creature
Added bor backpacks
Added Russian Hat
Added Landcrab Mine
Added Poison Trap
Added Medusa Vine
Added storage chest (20 slots)
Goat now has its own engine, wheels and gearbox slot type
Vehicle parts can no longer be removed from vehicles once added
Vehicles no longer spawn with parts in them, you must find them in loot caches
Town loot caches respawn twice as fast and have a higher upper limit count
Reworked most of the loot cache loot table, det caps + wheels are more common
Fixed hovercars
Ownership stakes can no longer be picked up by a hammer and must be destroyed with an iron axe or better
Static construction prefabs now refund a percentage of their cost
Sombrero is now craftable
Added mask face slot to character
Drills no longer mine metals above iron, this is a temp fix until I have time to balance them better
Gasoline recipe now makes 3 instead of 5
Sunscreen now provides 50 sun protection instead of 100
Aussie Hat now provides 50 sun protection instead of 120
Aussie hat costs more
Skater hat now reduces fall damage by 50%
Flannel costs slightly more
Ownership stakes now need to be placed at ground level or on a rock
Fixed ownership stakes interaction volume being too tall and sometimes poking through the roof of buildings
Reduced interaction distance from 5 to 3 meters
Made storage locker more expensive to craft
Decreased leather drop rate
VERSION 0.3.2.10 (15-JAN-2016) (HOTFIX)
We were finally able to reproduce how people were getting through walls and doors! This has been around since day 1, but the people exploiting it were keeping it quiet.
Dare I say this might be the patch that finally makes bases secure. You guys are pretty crafty so thats probably not true.
Fixed bug caused by unity character collider being able to pass through other objects when its height changes.
Fixed bug in vehicle exit raycast that would allow you to pass through a wall when the bottom of a roach was right up against a wall
Fixed shift clicking on items in inventory not going to hotbar
Добавлено (17.01.16, 12:42)
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XDelta-Patch [0.3.3.0 to 0.3.3.1] в шапке
Цитата
VERSION 0.3.3.1 (17-JAN-2016)
Fixed storage chest refund
Added chat logging to servers
Fixed Medusa Vines destroying themselves
Fixed items getting destroyed if dragged into a non-existent item slot
Добавлено (17.01.16, 14:51)
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Добавил в шапку свежие рипы сервера и клиента.
Добавлено (28.01.16, 15:06)
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XDelta-Patch [0.3.3.1 to 0.3.3.2] в шапке
Цитата
VERSION 0.3.3.2 (28-JAN-2016)
Fixed reconnecting sometimes getting through walls via vehicles
Fixed being kicked from vehicles when the server is laggy, this won't fix the laggyness it will only stop you getting booted during lag spikes.
Added some ballistics sanity checks to ensure hits are valid for when bugs happen
Fixed being able to shoot from cars using emotes
Fixes for chat color codes, split chat into server/client.
Fixed vehicle inventory item slots not destroying when they didn't exist.
Added maxping properly to server browser
Put in more checks for starting emotes
Made blacklist continually update
Put in guard against save thread failure
Made doors openable by anyone in unclaimed territory
Made traps not collide with player
Vastly improved performance of server browser
Добавлено (05.02.16, 22:22)
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XDelta-Patch [0.3.3.2 to 0.3.3.3] в шапке
Цитата
VERSION 0.3.3.3 (5-FEB-2016)
Vehicles use drastically less CPU while not being driven
Added no-building zones to all roads
Added decay to ownership stakes. Stakes will now require Amber or they will deauthorise. More info on this below.
Added ownership to vehicles. You can now claim one vehicle.
Added decay to vehicles. Unclaimed vehicles will be destroyed over time.
Added Wrench. This item can be used to disassemble vehicles, which will drop a loot crate.
Fixed issue where moving an item into a full inventory from a temporary storage would destroy that item
Added new Goat wheel - the Mangler
Added new Roach wheel - the Toretto
Adjusted think speeds on most objects, and adjusted how they report costs. This should fix issues in high-pop servers where FPS was high but there were significant delays in things being processed by the load balancer.
Changed how AI path around buildings - this should hopefully stop animals running through walls
Made spawning weather perform much better
Added more tools for debugging performance
Fixed jitter on Server Browser scrollbar
Added server IP binding - use the bindip <ip> command.
Updated localisation
Added scrollable chat
Changes to Ownership Stakes
You can place a maximum of 5 amber in a stake, that will be very slowly consumed. The default time per amber is 24 hours, although this is configurable by server owners. This means that, by default, an unattended ownership stake will deauthorise in 5 days. Slow servers should probably increase this time, and fast servers decrease it. Once the stake is low on amber, it will create a plume of red smoke, visible from far away, and start making a warning noise. Once the stake has run out of amber, it will deauthorise everyone, unclaim the land, do a slow countdown to destruction and eventually destroy itself. While it's destroying, you can place another stake to claim the land or destroy/build freely. This creates player-driven decay, as you can go around clearing old abandoned bases for easy resources. Be wary though - it could be a trap! We think the cost is reasonable enough that even solo players should be able to maintain a few bases fairly easily, if they play every couple of days. It should hopefully also create some areas of contention around large bases that become abandoned and unclaimed.
##For Server Owners##
If you're a server owner, and decide NOT to wipe, all old ownership stakes will be maintained and filled with 5 amber when you reload the save. You can set the total time it takes a full ownership stake to deauthorise with the stakedeauthtime <seconds> command in your autoexec.cfg.
Changes to Vehicles
Every player can now own one vehicle. You can do this by opening up it's inventory, and clicking the CLAIM button up the top right. Anyone can drive a claimed car, and modify it's inventory. Claimed cars won't despawn if left alone. Unclaimed cars WILL destroy themselves if left alone. The default time this takes is 3 hours. You can also manually disassemble unclaimed cars with a new item - the Wrench. Disassembled cars will drop loot! This should mean cars recycle, so one clan doesn't end up with all of the coolest chassis, while everyone else has to coast around with that one Sharkweek bumper. The Wrench provides a new source of farm by allowing players to harvest old chassis that had a bad loot roll or are just unneeded. This will make the best chassis reachable by even a late-entry or solo player. I like the idea of claiming one vehicle and feeling that itтАЩs yours and a personal possession, rather than your clan having every chassis in the game in their garage.
##For Server Owners##
Again, if you're a server owner, and decide NOT to wipe, cars will NOT decay until you do, or until you manually set the vehicle decay time with the command vehicledecaytime <seconds>. Your garages are safe. Any save created before Fri, 05 Feb 2016 06:00:00 GMT will not have vehicle decay enabled.
Drill Proximity Changes
Drills now have a reduced yield if placed within 10 meters of another powered drill. The total yield of all drills in range of eachother will be roughly 1 + (count-1)*0.3,
In other words, 2 drills are only 30% better than one drill if they are in range of eachother.
This means you need more space to run drills, with the upkeep changes on stakes, land is a bit more expensive to keep.
To make up for some of this drills the base yield is twice as fast (30 seconds).
Drills now have 3 tiers
Drill A
Cost: 50 Titranium, 50 Stone, 10 Amber
The first tier must be placed in the forest, dunes or starting biome. This now yields Rock, Iron, Titranium and Coal.
Drill B
Cost: 50 Mondinium, 50 Stone, 10 Amber
This must be placed in the Red Desert and yields Rock, Iron and Mondinium
Drill C
Cost: 50 Ultranium, 50 Stone, 10 Amber
This must be placed in the arctic biome and yields Rock, Iron and Ultranium.
Logic
To me the logic behind these changes seems pretty obvious, for the people who think we just throw changes at a wall and see what happens I will explain it here.
Drills used to be a way to avoid progressing through the game. Combined with dynamite you could completely bypass having to deal with pushing through the tougher biomes and just get everything you need.
One of the design principals we are working towards is: Make stuff hard the first time you do it, but give options to invest in making it easier.
Drills fill this gap with mining in that they don't give you anything you don't already have (as they mine the resource used to craft them), they just make it so you can opt to remove the grindyness of mining if you want to. Manual mining should be faster unless you invest a shitload in land to automate the mining of large quantities.
Having 3 tiers that are locked to biomes stops the drill being a way to bypass parts of the progression, but a way to automate some of the repetitive work once you have passed the gearcheck of the biome and gathered the resources the drill yields manually.