Final Packing Iteration
Today we’ll go over the patch and then a few updates on each of the major lines of effort and where we stand on them. The patch today is, mainly, focused on fixes and tweaks to Sleeping Giants and, most of all, closing out all of the packing bugs and improvements. There is one more feature we want to add that should prevent anyone using packing from getting griefed while trying to unpack on PvE tiles specifically, but will work on all tiles with the same rules and intention. Unfortunately, that will come a bit later in a separate patch, but we'll try to add it as soon as possible, without waiting for any large patch to include it, so expect one to come soon. Otherwise, the patch today focuses on continuing to improve the Sleeping Giants experience, through fixes, and implementing new features, or tweaking existing features in new ways. The main feature we've been working on, though, is packing. Since its release we've received quite a few reports regarding it, like difficulty to unpack or other issues, especially with Hangar Walls, and tried to address them all in this patch. Overall, once we’re sure that all of these packing changes didn’t introduce any new terrible catastrophic bugs, we’ll start burning some tiles to condense the World Map, as we've talked previously. The burn will have a timer of at least 7 days prior to the actual decay of the tile, so you'll have plenty of time to pack and move to another tile that's not being burnt. You'll see a timer above a tile that's being burnt on the World Map and if a map doesn't have one, it will not be burnt. We'll keep monitoring gameplay with the new changes and the lower number of tiles on the World Map and keep adjusting the numbers if we see that there are still too many tiles or that they're all to crowded without an ability for someone who wants peace and quiet to go to a less populated oasis. [b]Changelog. This time, in the beginning of the post:[/b]- Made unpacking use the same allowed distance to other bases as building allowance.
- Fixed an issue with an error that says a base is too close when it actually isn't.
- Increased Lathe Torque inventory to 1,000.
- Added packing information and decay timers to Walker HUD to see them while driving.
- Reduced Stamina use for Long and Sturdy Grappling Hooks.
- Allow raising and lowering unpacked base to allow for an easier unpacking experience.
- Made unpacking ignore the owning player when checking for obstructions to make it easier.
- Fixed bugs with dirty and toxic water being treated as normal water - autoconsumed in bottles, used for repsawning, etc.
- Made toxic water on maps damage only players who are inside it, not mobs or structures.
- Improved visuals of toxic water on maps to make it look more dangerous.
- Increased Falco HP to 34,500 from 24,500. Did not increase current HP, so need to repair.
- Increased sap drop rate from saw blade harvesting.
- Fixed sap not dropping with proper loot and quality when using a sawblade.
- Made windmills and excavator not decay on the ground.
- Made all other structures decay when placed on the ground without a foundation and maintenance chest.
- Added Repair Station (small hardpoint on walkers).
- Made Repair Station take damage on repairing items, as it's considered heavy workload. Requires repairing the station or rebuilding it. Higher quality Repair Stations last much longer.
- Rarity Items can be repaired with the use of rarity resources and a schematic of any rarity, including non-rarity schematic of that item.
- Common items can be repaired with common resources without any schematic.
- Updated and improved delivery merchant quest to make it more clear.
- Replaced Delivery Merchant model to look different from any other Merchant, so it's instantly visible that it's unique and stealthy (as they're smugglers).
- Added Medium Water Bag to store more liquids in (small hardpoint on walkers).
- Fixed not being able to pack small gates.
- Prevented using unpacking to build sky bases. [b]This is not a challenge![/b] [i]Floating bases are subject to be deleted by divine intervention at any moment and the owners banned as per the ToS.[/i]
- Added highlighting the invalid part when unpacking to make it easier to figure out what is preventing placement.
- Made it easier to place bases on uneven terrain.
- Added packing period multipliers configurable in server settings for private servers owners.
- Separated weapon, tool, and armor rarity durability multiplier. Increased tool and armor durability scaling, slightly rebalanced Weapon durability.
- Added tool tier rarity multiplier. Rare items now have higher tool tiers and will harvest higher quantities. Low tier tools like early Axes might be able to harvest Redwood when rare now, and so on.
- Added Lathe and Curing Station to a Medium Hardpoint on Walkers.
- Fixed Magma Seed not being harvestable by Scythe-type tools.
- Overhauled Event Tile spawning feature.
- Made it a much lower probability that Event Tile maps with the same settings will spawn back to back (to prevent 1 Clan Cap Canyon after another). Added some other tweaks to settings to make it more balanced.
- PackingDecayGracePeriodMultiplier
- PackingDecayPeriodMultiplier
- PackingPreparePeriodMultiplier
