Testing 163: Objectives, Threat, and more GUI!

This update is accessible via the “Testing” 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.

Release Notes:

  • Art + Animation + Assets:
    • The Buying Plinth now has a different appearance to distinguish it better from the Selling Plinth. It’s now a Buying Basket.
    • New First Person Animations for held items. Animations are more specialised per item and scale better across game aspect ratios.
    • New effects for slingbow charge, entity despawn, item break and the warp surround.
    • Fix effects not playing after spawning when holding a torch in sanctum and after portal/warp transitions.
  • Crafting + Resources + Equipment:
    • Changed the resource distribution on home worlds to increase the probability of Iron and Copper spawning when the world regenerates.
  • Creatures + Combat + Characters:
    • Introduction of creature and combat Threat:
      • Creatures now have a 3 stages of threat:
        • Passive - No interest in any nearby players and is unlikely to attack, even if provoked.
        • Aggressive - Will turn to a nearby player and start acting aggressive towards them. Move away to avoid combat or it will eventually attack.
        • Hostile - Creature is now hostile towards the player and will attack the player.
      • In this update players now generate threat with each attack on an enemy. Creatures will now target nearby players with the highest threat value.
      • Warning! As your threat increases the range at which a creature will become agitated is increased.
      • If you wish to lower your threat value stop attacking creatures and let it decreases over time.
      • There are skills in the skill tree which increases or decreases the amount of threat you generate per action.
    • Improved combat prediction and feel:
      • Slingbow projectiles will now feel much better at higher latencies, previously a higher latency player would see his projectiles move more slowly for a period of time until the latency was resolved between client and server, but now their projectiles will fly immediately at full speed.
      • Interactions with creatures, whether with melee items like the totem, but especially with projectile weapons will be much more accurate for collision detection at larger latencies, including for grappling to a creature, you should see far less mis-predictions now.
  • Sanctum + Tutorial + Objectives + Progression:
    • Objective changes:
      • You now gain x4 XP for all objectives including Daily and Weekly. (This is a temporary change for Early Access as we’ll continue to balance this area throughout Early Access.)
      • Some objectives have been reordered, altered or replaced.
      • Objectives aim to teach you all elements of the game. However some areas have not been implemented yet, but more will be added throughout Early Access.
    • Updated Tutorial with the following changes:
      • Less materials required at the start for gathering leaves and timber.
      • You are now told how to use the Beacon Plotter in the initial tutorial.
      • You are no longer required to find a new region until after the tutorial, instead you only need to travel a certain distance.
    • Warp activation rule changes
      • Your “Warp Distance” skill now limits maximum warp and portal activation. You can still walk through any portal or warp opened by another player.
      • “Warp Distance” is ignored for your “Home” location. You can always warp home.
      • Block count limits still apply to portals, but no longer restrict warp activation.
  • GUI + HUD:
    • Added a Profile panel to the Character screen (Press K or Character in the Options menu):
      • See your current level and progress towards the next level.
      • Additional information such as your Home, Coin, Plots and Skill Points.
      • Your character’s attributes and defensive stats.
    • Separated out Game Menu GUI and updated look.
    • Skills in the skill tree now display an info box giving details of the skill.
    • Updated Beacon Control GUI
    • Updated dead GUI.
    • Updated return to Sanctum GUI.
    • Updated Settings GUI.
    • Updating character screen GUI.
  • SFX + Music:
    • Additional per tier wildstock audio.
  • World Builder:
    • Fixed an issue where image noise nodes were having their frequencies too rigidly fixed. All noise nodes are forced to wrap on the world size, which discretises the frequencies that any given noise node can validly take, but the image noise node was being prevented from having a large range of frequencies (higher frequencies). This may well affect any world builder configurations using image noise nodes, so you may need to check.

Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.

  • Client crashes after launching it from the World Builder (Occurs on Testing version only).
  • Objective ‘Travel Back To Your Campfire’ may not always trigger if standing near campfire but not inside the campfire area. To get around the issue, try leaving the area and return to it to see if the objective completes.

Known Issues:

The following items are known issues in this release.

  • [new] ‘Advanced Movement Controls’ objective has incorrect text.
  • Assigning both mouse buttons to ‘Use Left Hand Option’ will disable the left mouse button. To fix delete C:\Program Files (x86)\Steam\SteamApps\common\boundless\user_settings\yourname\controls.json.
  • Buying plinths that had wanted items set before v151 have unset them. Sorry. Going forward they will be fine.
  • Cannot close Inventory when Chat is used.
  • Cannot sell some items even if the tint matches on a Buying Plinth.
  • Cannot switch tabs on Inventory menu using shoulder buttons on a controller.
  • Consuming meat and starberries causes the game to display duplicate message on the HUD.
  • [new] ‘Defeated’ information always displays a penalty of 0% carried tool durability.
  • Entity rendering will not always work correctly when there are multiple warps very close together, or where a warp opens up to a location very near where the entrance is.
  • [new] Error on tooltip entitled ‘How To Place Blocks’ incorrectly states that a Campfire must be placed within a plot to complete the objective ‘Setting Up A Crafting Table’. It should say ‘Crafting Table’.
  • Game displays welcome message for a world through a portal without going through it.
  • Game does not display a message when the maximum number of planet markers has been reached.
  • Gem grappling hooks retract automatically when hanging.
  • GUI rendered incorrectly on Intel HD graphics (and some AMD / GTX laptop GPUs) on Windows.
  • If the game (loader) fails to start on Windows 7 and 8 you may need to install https://support.microsoft.com/en-gb/help/2999226/update-for-universal-c-runtime-in-windows
  • Item placed into buying plinth will disappear when placing the same item into storage.
  • Item wanted is completely different to what was placed there before on the buying plinth.
  • Items will occasionally be unable to smart stack with other items that belong in the same smart stack category.
  • Menus may constantly reappear on screen after closing them.
  • Opening or closing doors and trapdoors when standing too close to them will restrict player movement. To get out of the situation, interact with the door or trapdoor again.
  • Portal UI text overflows when the portal token name is very long.
  • Shift-clicking an item from the selling plinth will show odd numbers and will not always go in the shopping basket.
  • Shift-clicking and dragging on the coin icons from within the trading menus may cause a crash.
  • [new] Shop Stand and Wanted Basket menus use the old plinth names.
  • [new] Skill descriptions are not final.
  • Some creatures may disappear instantly and drop items before their bodies hit the ground.
  • Some Extractor machines lack animation.
  • Some interactive blocks (crafting table, machine, beacon control) have become corrupted during the migration. This will result in at best those blocks not being able to be interacted with, at worst the game crashing when interacting with those blocks. To fix the issue the block(s) in question need to be re-placed. In the case of anything other than a beacon control the block can simply be broken, picked up, and then re-placed. In the case of a beacon control this will work, although it would result in all the plots having to be re-placed one at a time and during that process the contents being unprotected. A better workaround for a beacon control is to craft a new beacon control, place that, and then break the old one, which will keep the beacon’s plots placed throughout the process.
  • Speech bubbles may still be displayed above players after going through portals.
  • The recipes are not final.
  • Using D3DGear http://www.d3dgear.com/ crashes the game on start up.
  • Z-fighting with some items (workbench and other machines) when placed underwater.

Yes, yes and yes.

Specially happy about the iron changes and the combat implementations. GUI and the rest are a nice bonus.

Might have to test test version sometime soon


Will have to try out this new stuff, exciting :smile:

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Sounds awesome, it seems with every update, anything I thought “hmm… dunno about this” you guys fix! <3

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Are there any changes in the portals? On testing, I can go far from the portal and see what’s on the other side, but on the live I go 5 meters and it go gray. Or its a cache size, i’ve change it on 8GB
btw, i suggest everyone try new jumping it is sooo COOL!:smiley:

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Not sure that, despite two restarts of Steam, that I have the correct client. The client reports game version 62b289d6. Is that what I should be seeing?

Excellent, I set my beacon and forgot to fill it up. I come next day, and already some smart guy broke my beacon and set his own. And so, what now? What I supposed to do now?

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That is the flow, we teach you to fuel your beacon. When the asset is replaced with a lit or unlit item it will be more obvious when a beacon is active or inactive.

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And this is the problem. Nothing care me when the beacon is filled, but when time is out, it will be too late, most probably i wouldn’t beside this beacon(no one be). And someone claim my building. The price of mistake is too high.

Appropriation of another’s is called stealing. We need to avoid this.

First of all i think that the timer for a new beacon should be more then 24 hours. Playing in the evening, we return after about 24 hours, at the end of the beacon timer or even later. I think it should be increased. And need obvious indication that the beacon is soon will stoped.

Second is: if i forgot to fill it up after long time using it. Maybe should add some timeout that would be a “time-using-this-beacon” x “2” or “amount-of-plots”.

We aren’t doing enough in the current version to alert players that their Beacon is about to expire or is active. We will be informing players by the in-game asset and by presenting that information in the UI. It is worth noting that the fuel required is very cheap for a Beacon so to fuel it to the max it doesn’t take a lot of materials.

This seems like its more about the lack of information from the beacon than how the system currently works.


I hope that all would be ok, but i still have a bad feeling.

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Hi @brook-monroe

The number you’ve quoted seems to indicate that you are playing the “Live” version. Do you mind checking if you are running the testing version?

It would appear in your Library as Boundless [Testing] if you are opted into the Testing version. You need to select Detail View to see that.

To be sure, you might want to run the following steps:

Ah–I had assumed–since the last Live update was 05MAY–that these were just going to Live since it’s still pre-release. I’m on the latest testing version now. (Since I usually go with my desktop icon rather than from within the Steam client, there are things I don’t see regularly.) Thanks!

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Cool - that makes sense now! Yeah, we are putting a lot of NEW features in this update so we want to make sure it is as good as it can be and stable before it goes to “Live”. The last thing we want to do is put an update out that stops people playing the game because the game crashes or the servers go offline.

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i solve the problem … i think :joy:

Did the mechanism for eating change? I just cooked some meat and equipped in the the left hand, and all that happened was that the hand raised and show me the cooked meat a little bit closer. Down to 150 HP–I need that food! :smile:

hold mouse button for 5 seconds; animation is a bit off now but you’ll get your HP

A post was merged into an existing topic: Testing 163 - Report issues here