(part 1 above)
Changes: - Learning skill now gives bonus to acquired LP.
- Land claims are now grouped into bases and all mechanics are updated to use it. Raid block is applying to the entire base, the power grid is shared for the entire base, and the decay delay is determined by the highest tier of land claim building present on the base.
- Public oil and Li extractors are now prebuilt, indestructible, and have x2 extraction speed boost in PvP to make them more useful.
- Salt minerals will provide up to 33% more lithium salts when mined. Oilpods will now equally give more berries.
- Oil, Li and pragmium sources will not immediately spawn on the server startup/restart anymore. They will now follow standard spawning interval.
- Pragmium source minerals have guardians now (pragmium beetles).
- Decay delay is extended for higher tier land claims building (T5 will take more than one week to start decaying, all the decay-related info is browsable in the land claim menu).
- Reduced newbie protection duration to 3 hours and added a server rate to configure this in the rates config file (NewbieProtectionDuration).
- On PvP server restart, all players who are located outside of their bases will be teleported to their beds.
- Creative mode changed for instant build/deconstruct and overrides max placement/deconstruction distance requirement.
- Stat effects (such as adding percentage to certain action speed) are no longer multiplicative and will be simply summed together (as expected).
- Active structures (fridges, furnaces, etc) added in scope simultaneously should have randomized offset for their sound loop position and render animation frame number. This will also dramatically reduce the issue with sound volume being excessively high when there are many active structures of the same type (especially fridges and furnaces).
- Removed pyrite ore from the game and changed balance for all recipes that used it. Also adjusted all recipes related to sulfur.
- Improving the Crafting skill will now give you extra crafting slots.
- Link safe storage between claims.
- Water bottles don’t restore fatigue now.
- Most medical items are now cheaper and their crafting resources were adjusted to make recipes a little simpler.
- Resource requirements for all components has been changed (mostly made cheaper). Especially mechanical components—they now require only half as much rubber (and rubber itself is cheaper to make).
- Recipe for mechanical components now give twice as much of them and uses only half as much rubber. This will have significant effect on prices of doors and other technologies that use mechanical components.
- Made practically all T1 and T2 structures significantly cheaper in order to speed up early portion of the game.
- Oilpod plants now give more berries and their respawn rate is faster. Making it easier to get oil without building oil infrastructure.
- Reduced crafting time for some items to make progression faster, especially for items that are needed to be crafted in large batches (e.g. gunpowder or other related items).
- Significantly improved loot in military radtown (specifically green military crates).
- EU capacity for batteries changed (to bring them in line with the power grid balance).
Technical and modding: - Changed server GC mode to ensure better performance and memory usage without significant slowdown or memory fragmentation when the server is running for a long time with a high number of players.
- Updated Roslyn compiler to v3.1 (C# 8.0 support added, all Core.cpk code updated as well).
- Items durability is now using uint. If you've made a mod which is adding any items, please run auto-replace for your mod: "public override ushort DurabilityMax" => "public override uint DurabilityMax".
- Compilation speed is improved for up to 40% on multiprocessor machines.
- Max number of player's land claims limit was redone as a perk in the final stats cache.
- NoesisGUI updated to v2.2.3 delivering some good fixes.
Fixes: - Deconstruction of blueprints will always work through walls and other obstacles (same as construction).
- Tooltips for recipes displaying the crafting duration were not updating when the crafting speed just changed (by receiving/losing status effect bonus).
- "Claiming resource deposits" perk removed from PvE (as there are no deposits to claim, extractors could be built anywhere).
- Item held in hand (cursor) prevented interactions with world objects.
- "Items dropped" notifications were not displayed after reconnecting to the game server.
- Heat status effect was applying to creatures forever preventing them from regenerating.
- Editor quickload of a new map wasn’t working due to missing game objects.
- Switching the weapon ammo to different type resulted in previous ammo disappearing when the inventory was full (now in that case the game will drop the unloaded ammo on the ground and a notification will be displayed).
- Fixed heat status effect applying to creatures non-stop preventing them from regenerating.
- Fixed items desync in some rare cases.
Important: - Currently this update is available in experimental. Feel free to give it a try!
- As always, when the update is released all official servers will be wiped. The date of the wipe will be announced in advance.
- Community server owners can choose whether to update or not.
- If you have any compilation errors on launch—please make sure to
disable all mods you have installed. You could also contact mod authors to ask them to update their mods to the latest specification defined in this version.
- If you're interested to see what's actually changed in code with this version, please wait until we upload the changes to our
Github repository (we will do this with the A23 final release).
And finally, please consider leaving a review for the game on Steam if you haven't done so yet!
https://store.steampowered.com/recommended/recommendgame/829590/