Release 197: New Universe, New Worlds, and New Characters!

This update is accessible via the “Live” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.

Overview:

New worlds.

:microphone: :point_down:

Release Notes:

  • Art + Animation + Assets:

    • Day/Night Cycles:
      • Each world has been given a lighting colour ‘identity’ in line with the materials found on that planet so that the players can recognise the world they play on by looking at the sky.
      • Home worlds have a currently a vibrant ‘earth-like’ sun rise, mid-day and sunset colour parameters. ie. A bold and warm red sun rise followed by a rich blue day colouring and ending on a vibrant purple sunset. More variations will come in the future.
      • The elemental world sky is in line with the gem colour it inhabits. The sunrise and set has complimentary hues.
      • Metal worlds are visually styled to the alloy colours found on the planet and are tonally richer in light and darkness to signify a level up in difficulty.
      • Coal worlds are filled with dusky golden and dirty desaturated hues contrasting bright sun rises and sets.
      • The day and night cycles have also had a visual polish pass to accurately convey the strength of luminescence in the light levels in all the sky quadrants throughout the 24hours to portray the sun rising and setting in each world.
      • This work creates a consistency in the art style to tie in the Boundless universe to each world inhabited.
    • Customisable Characters - Stand out from the crowd!:
      • You can now customise your character’s appearance by selecting their gender, skin colour, eye colour, height and head shape.
      • Many more head customisations, wearables, and body paints options are coming.
      • The assets are still in development.
  • Crafting + Resources + Equipment:

    • Balanced block health values across the full universe.
    • Increased the amount of Copper and Iron needed to craft tools an weapons to be more consistent with Alloy recipes.
    • Made Warp Augments be crafted in the Workbench, so that it is possible to make them on starting worlds.
    • Warp and portal costs rebalanced for the new universe structure. Costs are broadly similar to what they were for journeys around the starting worlds, but get progressively more expensive on high tier worlds. This is to allow portal networks to be affordable, but not ubiquitous, and to make higher tier worlds more of an event to travel to.
  • Creatures + Combat + Characters:

    • Elemental creatures have elemental particle effects attached to them. BURN!
    • XP awarded for creature kills is scaled based on your damage, tanking, and healing contributions.
    • Reviving Players will now reward XP
    • XP rewards for Objectives, Crafting and Chiseling have greatly improved.
    • Changed fall damage to feel a tad more “realistic” (no more jumping out of a plane and only taking 15% health off). Different materials will also now change the amount of damage you take on impact, for example, landing on Sand will reduce the damage taken compared to Igneous Rock.
    • Added Atmospheric hazards into the game which will add more challenge for citizens exploring high tier worlds. To counteract this, new recipes for atmospheric shielding food have been added to the game. (Or take the skills.)
    • We have increased drops for single players or smaller groups taking on meteorites. Players were not being adequately rewarded for their solo efforts. Taking on meteorites in larger groups still yields more drops. Hopefully we have struck the right balance.
    • IMPORTANT: Please share feedback on all the balance changes.
  • Sanctum + Tutorial + Objectives + Progression:

    • Allow new characters in the tutorial to open the warp to an already added friend that is currently online on the world in the sky. Friends on other worlds cannot be warped to as part of the tutorial.
    • New characters can now choose a platform-friend (added during the character creation) to start on the same world. This works even if the friend character is offline, going to the last world they were on. This is restricted currently to lush/coal/metal worlds (worlds without dangerous atmospheres) that are of tier 1,2,3 or 4 only to avoid people spawning into a world they will likely die very very quickly on. In conjunction with warping to a friend from the tutorial when they are online, this should let new characters often start directly next to their friend when starting the game.
    • Allow users to delete their active character whilst within the sanctum, allowing users to “restart the game” without having to first get an alt character to swap to to delete their primary. Deleting the active character will immediately return the player to the create-character flow.
    • New Citizens will now receive more Cubits as a reward for leveling up, this should help players at the start of the game explore the many options in the exchange sooner. The total number of Cubits awarded has remained constant.
    • Cleanse points will now also be rewarded at every level to aid Citizens experiment with new builds in the Skills tree. 1 cleanse point is awarded per level up to level 50.
    • Changed sanctum start hall lighting to better match in world colors.
  • GUI + HUD:

    • Added the new color names to match the new 255 palette colors from last release.
    • Added X (or R3 on a PS4 controller) to drop items from the inventory.
    • Footer bar legend in menus now switches lines periodically to allow us to show more buttons (and deal with longer wording after localization).
    • Can now see online players on the world-in-the-sky. Is semi-real time updating every 2 to 3 seconds and will show character names and user-name information if accessible (Steam friends on Steam, or all PS4 users on PS4).
    • Many improvements to the planet-marker logic so that you will see many more markers on the planet, and when there are too many to render, more intelligently select which to show based on distance to the totem-reticule instead of it seemingly randomnly popping markers in and out. Also increased the selection radius so its less fiddly to look at a marker.
    • Planet marker icons updated so that player locations are circles, beacons and settlements squares, and saved locations little pins with an associated Tip shown when you look at a planet with a totem to explain them.
    • Controls changes:
      • Added change control popup so players can see what they are about to unbind and click cancel or ok.
      • Added PS4 pad bindings (press a button on the pad to switch to showing controls for a PS4 controller).
      • Added new setting “Accept mouse movement when rebinding”.
      • Moved controls settings into the controls tab.
      • Don’t allow players to unbind some key controls (escape/up/down/left/right/select) in the GUI.
  • Bug fixes:

    • Fixed z-fighting/precision issues in lava rendering to match water behaviour.
    • Fix issues with the skill-light being turned off whilst the player is still in darkness if very-nearby (eg diagonally across a blocked off corner of a tunnel) there is bright sunlight.
    • Fixed the scaling on some tier 5 exploration Feats.
    • Fixed cuttletrunk vacuum audio effect not stopping.
    • Fix “Add Platform Friends” from character-select screen to actually work, instead of doing nothing until you press it again after the timeout.
    • Fix not gathering information on friend account names correctly in the various friends lists.

Overview:

This update enables purchasing Cubits and Gleam Club in the Exchange.

Future updates will expand the Exchange for collecting wearables, masks, and body paints.

Note:

The Exchange contains a Tint Kit item that will be used in the future for colouring and customising wearables and body paint.

The Tint Kits can not be used to recolour any blocks or crafted items in the game worlds.

Release 197.1:

  • Art + Animation + Assets:
    • Elemental effects on elemental creatures.
  • Crafting + Resources + Equipment:
    • Grapple behaviour improved so that you should be able to build up a larger and larger swing with back and forth motion, and be able to perform much larger swings on larger range grapples that will nearly be able to restore height of the down swing as long you keep pushing forwards with the controls.
  • Creatures + Combat + Characters:
    • Doubled the effect of Luck on getting rarer drops on blocks.
  • Sanctum + Tutorial + Objectives + Progression:
    • Permanent day time ends at Level 6 if still in the tutorial.
  • SFX + Music:
    • Starving audio.
  • Bug fixes:
    • Fix not showing correct data for player locations on planets in the sky outside the sanctum!
    • Server-side patch to force a redownload of region-map data for atlases to deal with old data from old worlds from hunting universe/testing in players caches. If you saw atlas regions behaving strangley like unlocking the wrong regions etc, this will resolve that.
    • Fixes/improvements to the god-rays, depth-of-field and bloom post effects to make them cheaper/more accurate. God rays should not have any sampling artifacts even in extreme cases now, and will no longer have a “frame-drag” effect where they would appear to lag 1 frame behind whilst rotating the camera.
    • Fix for some "{EMPTY} " region names in the new worlds, there was a bug in the worldbuilder that produced these, and whilst we will not fully regenerate the regions, we do migrate the worlds to change these to a more sensible “Wilde” naming scheme for the existing worlds, so they will be very unique regions in the universe as no new worlds will ever have them!
    • Some issues near waters edge fixed where player would jump a short height whilst stood against an underwater wall even without pressing space, and player should no longer get stuck not able to put their heads above the water (was actually fixed in the last release as a side-effect of another bug fix, but wasnt noticed at the time).
    • Fix some issues with particle-effects in the gui (eg the forge gui) from interacting strangley with what is on the screen behind the gui at times.
    • Fix issues with multi-block doors sometimes glitching visually when opening or closing them if your computer is “too” fast (yes… too fast), this would effect other multi-block modifications, its just that doors are the most common of these by far.
    • Fix for portals spawning creatures inside of meteorite blocks.
    • Fix exchange items being bought even if you cancel the purchase, if you then claimed a reward item before leaving the exchange.
    • Fix exchange items not being bought if you exit the screen before the animation has progressed far enough even if the purchase button was already pressed, this was already the case for reward claiming.
    • Fix for server crash when a hopper explodes after resisting damage from a player.
    • Fix for constant updating atmosphere status effect.
38 Likes

Thank you so much for this!

1 Like

Thank you so much for such an amazing game!:laughing:

1 Like

Thanks alot, it has been an awesome path. Best devs ever indeed!

2 Likes

This is why I am so behind this project and openly support it so hard…these devs always…ALWAYS…have a bigger and better plan than we expect. Thank you guys so much for delivering an amazing experience!!!

3 Likes

Well done team :grinning: :grinning:
Thank you very much :+1::+1::+1::+1:

2 Likes

Thank you #bestdevsever

1 Like

Can we get everyone at Wonderstruck a “#1 Dev” coffee mug for their amazing efforts on an amazing game?

7 Likes

Thank you! :heart_eyes:

1 Like

Am i the Only one to get the Message (Server Maintenance) That the servers are Updating?

1 Like

These new changes sound great! The tutorial and Sanctum changes will definitely make for a much better first impression.

Just wanted to be sure, this means we’ll see markers on the planet-in-sky showing the location of players, as well as their names?

1 Like

we all get that … will change shortly ™

1 Like

ah ok :slight_smile: i really cant wait anymore to finally play the ´´Final Product`` :smiley:

Character Customization! FINALLY!

2 Likes

made me look!!!

WE LOVE YOU!!! (im in!)

LOL

Just got home from work … now I have to tell my wife I’m too busy to talk :grin: … i can’t wait to get online and start exploring :smiley: … a massive thank you to all the Developers for your amazing work and having to read through and put up with all our rants and raves :stuck_out_tongue_winking_eye: Stay Boundless everyone and hopefully see many of you in this brave new world :wink:

I don’t get the character creation. I thought we were cat people … are we rock people now? … or goblins?
I look like a goblin. :sob:

3 Likes

I’m so excited!! This is amazing!