Phase 6 - Minor Test 1 - Key Changes
The following only represents significant and not all changes in the build this afternoon. The changes below are summaries only and may be missing details. As a reminder, during pre-alpha both small and large changes will occur without warning to facilitate rapid development and experimentation.
Changes
- Homesteads have been reworked
- Homesteads are no longer dependent on Towns and can now be built separate from them
- There are now two variants of Homesteads: Standard and Large
- Large Homesteads require 3 players to build, but provide more building area
- Homesteads can now have up to 50 members
- Homesteads now have a Guest role that isn't permitted to transfer items to/from the Homestead or Family Halls (the Member role can now transfer such items)
- If a Founder leaves a Homestead, the player that has held the next highest role the longest is automatically promoted to Founder
- Towns have been reworked to encourage players to more organically depend on them rather than being forced to
- New Structure: Town Workshop
- A Town variant of a Workbench that produces special materials only available in Town like Copper Nails, Mortar, Reinforced Wood, and Gravel
- New Structure: Tavern
- Bread, Pie, and Mead can be bought here with Silver
- Consuming food items inside this structure with other players provides a Rested Status which boosts stamina regeneration for a duration of time
- The more players that are in the Tavern, the longer the Rested Status lasts
- New Structure: Central Marketplace
- A centralized location for players to trade (sell and buy items with each other)
- The entire Central Marketplace can be viewed from the world map screen
- Merchants are now a structure built by players at Towns (and no longer exist in the world outside of Towns)
- Towns can now be built closer together than before
- Players can now pledge to Towns separately without having to claim a Bed
- The old types of Beds have been replaced by two new types of Bed:
- Town Bed
- Provides a Deployment Point at Towns
- Homestead Bed
- Provides a Deployment Point at Homesteads
- Family Halls no longer have interiors and you can't redeploy from them
- Houses and Modular Houses can now be built inside Towns
- New players without a Bed can no longer deploy directly to Towns
- Wilderness Deployment Points locations will change periodically, but will biased to locations near Towns
- Tax from Decay prevention now gets sent to the nearest Town (previously they were sent to the one they were coupled to)
- Players now take damage when falling from high positions
- Animals are no longer tied to Animal Dens (which have been removed) and now exist in the world independently
- Beacon Tower detection range based on altitude has been adjusted to feel more intuitive
- North part of the map has been tweaked
- Meat Drying Rack has been removed
- Tutorial has been updated
- Animal behaviour has been updated, making them harder to "kite" over large distances
- Animal vision is restricted at night, similar to players
- Walking animations are more synchronized with the start of player movement
- Battering Rams now pitch on landscape
- "Settlements" are now called "Towns" in various descriptions
- Border transition HUD UI has been updates
- Repair costs have been updated for all structures
- It's harder to "cheese" animals by getting them stuck in structures like Firepits
- Add option in setting for disabling camera zooming when interacting with a structure
- Cart/Handcart inventory sizes increased to 9 and 12 respectively
- Shield renamed to "Iron Shield"
- Aquaducts and Pumps time to decay increased
- Don't allow Small Camps to be built unless the player is pledged to a Homestead
- Horse/Donkeys are easier to upkeep in terms of Hunger
- When harvesting a farmed plant, more seeds are yielded
- Nails are now used to Repair Items at the Repair Bench
- Repair Bench now has a dedicated slot for holding Nails
- Boars and Wolves drop 1x Leather instead of 2x
- Boat inventory size increased to 9
Bug Fixes
- Animals walk into Stockades and take damage
- Players can't initiate Push to Talk while a menu is open
- Various Fort pieces were difficult to build in certain locations
- Accessing a Family Hall gives a warning that incorrectly refers to "Homesteads"
- Player intel can sometimes be seen even when those players aren't within detection range of a Beacon Tower
- Various server and client crashes
- Power Connection Ropes not being destroyed if there are multiple connected to the same structure
- Players can detach animals from any friendly Homestead's structure but not attach them back
- Can't deploy Siege Ladders on enemy Homesteads
- Feeding a horse sometimes fails despite animation playing
- Handcart build site picks up road texture when placed over a road
- "Settlement Core Destroyed" message is incorrectly shown sometimes when a Town isn't actually destroyed
- Bear Idle animation doesn't loop properly
- Town and Family chats aren't working
- Wolf mesh sometimes flickers between detail states
- Wrong animation is played when throwing a Torch while holding a Food item
- Some VFX flicker depending on camera rotation/zoom/location