We enjoy seeing everyone playing Heat, we really look forward to hearing your stories, and making the game better. Please continue to share your feedback.
Full notes
Full Heat update
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What changed
0 fixes0 additions1 change0 removals
Balance
changedWe enjoy seeing everyone playing Heat, we really look forward to hearing your stories, and making the game better. Please continue to share your feedback. Over the past few months we've been gathering the community feedback and have been working on some new systems to address it. This update also contains some new improvements. We are taking the servers down and rolling them back up in order to process the update. We will be doing a full wipe with this update, due to us extensively editing the map. Community servers may want to wipe as well due to the extensive map changes. We will also be bringing up 2 PVE servers. These will have no loot drop on death and invulnerable structures and land flags. However, players will still be able to attack each other and attack NPC's. We also have additional PVE flags that community servers can turn on if they wish to go even further and ensure no one can deal damage to each other or NPC's. If you experience a crash, please visit this thread for troubleshooting - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/ Here are the changes for Alpha 13: - Map has been heavily modified and its biomes redesigned on the eastern half. Now has much more sight lines, nice open areas, with sections of forests lining it. - All mountable animals have increased stamina and top speeds. Specifically, when your mount depletes its stamina, it will now run as fast as it used to in previous Heat gameplay when it had full stamina. However, having stamina now grants you an even greater temporary speed boost. - Player movement speed has been increased - The Gunslinger Tent can now be bought at the Shipping Bin. - Players can become Outlaws. Heat level increases when you trespass on a guild's hostile land or damage property on their land - Higher Heat levels will spawn more law enforcement AI to combat you as you raid - Gunslinger tents placed on a guild's land will spawn up to 5 gunslinger mercenaries that will attack any outlaws on their land. They will continuously respawn if killed after a set timer. - Added a passive / neutral / hostile mode to land flags. - Passive land has no defensive features. - Neutral land marks enemy players as trespassers after they deal damage to the property or anyone on it. - Hostile land marks enemy players as trespassers after a short countdown, and includes the damage threshold of neutral land. - Trespassing players gain a Heat Level that rises from level 1-5 the longer they continue to trespass. - Heat Levels activate defensive Gunslingers and Marshals with the goal of killing outlaws. - Reduced the health of Land Claim Flags by 50%. - Approximately doubled the drop rate of Diatomaceous Earth from Geodes. - Assigned new effect IDs to resources that were unexpectedly producing Diatomaceous Earth. (eg. Blue Bell) - 64 bandit camps have been placed across America - Bandit camps spawn bandits that will drop money, geodes, and loot on death - Bandit camps cannot be destroyed - There is a no build zone around Bandit Camps - Bandits level towards the player that first enters the camp - When ammo, money or geodes are dropped by NPCs, they will have an easily visible aura around them. - NPCs and remote player character models will appear all at once instead of showing in-between meshes as parts load in - Fixed issue with AI limits per-player being eternally reached if NPCs are paged out on server - Buildings removed off terrain will no longer immediately replace the splats underneath them with undergrowth/forest - All crafted guns start with a full clip of ammo - Polished gun sighting animation in first person - more responsive - Wood, Stick, and Fiber are no longer food for NPCs. - Animals are no longer denied the joy of eating flowers because they are categorized as a gift. - Tamed animals will no longer chug all of their food while dazed. - NPCs will no longer stop eating because they drank something until the bottle ran out. - NPCs will attempt to select consumable items themselves, filling in missing survival stats, instead of eating the first thing they were given. - NPCs will preferably select consumable items that are part of their diet. - NPCs now use bandages because they are hurt, not because they are hungry for everything in sight. - Removed the 75% health cap on bandages that made them awkwardly do nothing sometimes. - Light, Regular, and Heavy Bandages consume in 3, 4, and 5 seconds, down from 4, 7.5, and 10 seconds. - All bandages properly heal over 3 seconds. Some were instant, but their descriptions said otherwise. - Elixir of Healing now heals 150HP over 30 seconds, up from 50HP over 3 seconds, so that it is not just another bandage. - Bandages and other consumable items will no longer show the "Applying" bar when someone else uses them with very high latency. - All stations collect now, where some used to be dismantled. - Stations, furniture, and other structures now keep track of their HP when collected and placed. - Changed furniture collision to primitive shapes so that there is less geometry to load. Except for oddities like chair legss, the hitboxes of furniture should still feel accurate. (Some objects may have moved a few feet.) - Rounded-up more tiny stack counts, like the Pumpkin. - Rounded-up the harvest value of picks by a small amount. - Increased the Iron Pickaxe harvest value to 18.5, up from 13.14. - Blue Bell now drops Blue Bell when hit, instead of Bee Plant. - Fixed an error in resource loot. Trees now drop Geodes. - The game no longer grabs the cursor on startup. - Sleeping players will no longer turn invincible on a whim. - Buildings are no longer resistant to the repair hammer's repairs. (Inverted Impact Damage) - Damage and repair to structures now shows in the item counter. (The bottom-right HUD where we see damage to creatures.) - NPCs no longer damage friendly targets without the intent to do so. - Added "keepItemsOnDeath" to the server settings. Players will not drop their equipment or inventory items on death. (Disabled by default.) - Added "playerPVP" to the server settings, allowing players to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.) - Added "npcPVP" to the server settings, allowing owned NPCs to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.) - Added "structurePVP" to the server settings, allowing structures to be damaged in PVP combat. They can still be damaged on non-player owned land, by decay, and by world NPCs. (Enabled by default.) - The Land HUD now displays a collection of status messages, instead of swapping between status and decay every 5 seconds. eg. "Neutral, Decaying, Flag at 50X 60Y" - The Land HUD now displays your current Heat Level while it is level 1 or higher. - Greatly improved the performance of dealing / calculating damage. - Added Artillery damage type. All material types except for stick are resistant to artillery. - Cannons now deal artillery damage. They are meant as an anti-personal weapon. - Increased cannon damage at the center of its explosive radius by up to 100%. - Increased howitzer damage at the center of its explosive radius by up to 200%. - Increased cannon turn speed. - Cannons can now aim down. (They used to be not very effective as anti-personnel weapons when placed on walls, now they work.) - Artillery Ammo now requires Lead and Sand. - Moved the cannon control hints that were blocking the compass and damage counter. - Explosive hits now show on the damage counter. - Clay, Log, Timber, Stone, Brick, and Concrete walls are now immune to Artillery damage. - Item tooltips show accurate damage resistance. - Stone and Brick are now immune to Impact damage. - Concrete can no longer be damaged by kicks. - Nearby adjacent pages are loaded, instead of just the page you are directly standing on. This eliminates a bug whereby you may fall through partially loaded bases. - When pages are loading, a better description of what is being loaded is given in the loading screen. - When NPCs walk through doors, they pass through without allowing other non-guild characters through - When an NPC approaches a door with security clearance, an animation plays of the door opening, but this is visual only; the doorway is still physically blocked for other characters. - By default doors allow NPCs to pass through if they are part of the same guild. - This only applies to NPC door traversal. Players still need to be careful about opening doors themselves in the presence of trespassers. - Appearance of damage indicators improved as to not obstruct visibility, especially at night. - Fixed a bug whereby loot sacks may not be accessible in very specific circumstances. - Animals are not able to climb over obstacles taller than head level while in the wander state. This allows one to keep animals within appropriately sized fences. - NPCs ordered to attack will gain an aggression bonus, usually making them do what you told them to. - NPCs will no longer decide to attack themselves. - NPCs can now attack sleeping players. - NPCs are slightly less interested in sleeping targets than others. - Fixed a memory leak in object ownership where some possessions would leave the game without dying but continue to be tracked. How Raid Protection Systems Work: You may become an outlaw if you deal damage or trespass on another player land. Once you become an outlaw, you will become wanted and gain a "Heat" level. This will determine how the law reacts to you. As well, a players Gunslingers will attack you. Upon dying, or no longer aggressive towards another players property for a period of time, the Heat level is removed and you will no longer considered an outlaw. Land Protection Options: Players can toggle how other players are perceived on their land. Passive means anyone can go on your land, and they can damage anything without receiving a Heat level. Neutral means anyone can trespass on your land, but if they deal more than 100 damage on your land, they will be flagged as an outlaw. Hostile means anyone who trespasses on your land for more than 20 seconds will become an outlaw. Gunslinger Tents: Players can purchase Gunslinger tents at the shipping bin. Once placed on your land, a gunslinger tents adds to the land taxes that are paid at your land flag. A Gunslinger tent will spawn a gunslinger outside of it if another player is trespassing on your land, or attacking your land. These Gunslingers are unlimited. They will pursue the aggressor for a set distance. If you are an aggressor, you will need to destroy that players Gunslingers tents to stop them from spawning more. There are cool-downs between each spawn however. Gunslingers cannot be looted, nor do they drop loot. The Law: Should you decide to become an Outlaw by attacking or trespassing on other players land - Marshall's will spawn when you as you are wanted by the law. They will attack you relentlessly. The only wait to get rid of them, is to reduce your Heat level by staying off other players properties, or if you die. We look forward to everyone's feedback on the update. And we thank you for your support. - Code}{atch Heat Twitter - https://twitter.com/SurviveHeat
Heat changes
changedWe enjoy seeing everyone playing Heat, we really look forward to hearing your stories, and making the game better. Please continue to share your feedback. Over the past few months we've been gathering the community feedback and have been working on some new systems to address it. This update also contains some new improvements. We are taking the servers down and rolling them back up in order to process the update. We will be doing a full wipe with this update, due to us extensively editing the map. Community servers may want to wipe as well due to the extensive map changes. We will also be bringing up 2 PVE servers. These will have no loot drop on death and invulnerable structures and land flags. However, players will still be able to attack each other and attack NPC's. We also have additional PVE flags that community servers can turn on if they wish to go even further and ensure no one can deal damage to each other or NPC's. If you experience a crash, please visit this thread for troubleshooting - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/ Here are the changes for Alpha 13: - Map has been heavily modified and its biomes redesigned on the eastern half. Now has much more sight lines, nice open areas, with sections of forests lining it. - All mountable animals have increased stamina and top speeds. Specifically, when your mount depletes its stamina, it will now run as fast as it used to in previous Heat gameplay when it had full stamina. However, having stamina now grants you an even greater temporary speed boost. - Player movement speed has been increased - The Gunslinger Tent can now be bought at the Shipping Bin. - Players can become Outlaws. Heat level increases when you trespass on a guild's hostile land or damage property on their land - Higher Heat levels will spawn more law enforcement AI to combat you as you raid - Gunslinger tents placed on a guild's land will spawn up to 5 gunslinger mercenaries that will attack any outlaws on their land. They will continuously respawn if killed after a set timer. - Added a passive / neutral / hostile mode to land flags. - Passive land has no defensive features. - Neutral land marks enemy players as trespassers after they deal damage to the property or anyone on it. - Hostile land marks enemy players as trespassers after a short countdown, and includes the damage threshold of neutral land. - Trespassing players gain a Heat Level that rises from level 1-5 the longer they continue to trespass. - Heat Levels activate defensive Gunslingers and Marshals with the goal of killing outlaws. - Reduced the health of Land Claim Flags by 50%. - Approximately doubled the drop rate of Diatomaceous Earth from Geodes. - Assigned new effect IDs to resources that were unexpectedly producing Diatomaceous Earth. (eg. Blue Bell) - 64 bandit camps have been placed across America - Bandit camps spawn bandits that will drop money, geodes, and loot on death - Bandit camps cannot be destroyed - There is a no build zone around Bandit Camps - Bandits level towards the player that first enters the camp - When ammo, money or geodes are dropped by NPCs, they will have an easily visible aura around them. - NPCs and remote player character models will appear all at once instead of showing in-between meshes as parts load in - Fixed issue with AI limits per-player being eternally reached if NPCs are paged out on server - Buildings removed off terrain will no longer immediately replace the splats underneath them with undergrowth/forest - All crafted guns start with a full clip of ammo - Polished gun sighting animation in first person - more responsive - Wood, Stick, and Fiber are no longer food for NPCs. - Animals are no longer denied the joy of eating flowers because they are categorized as a gift. - Tamed animals will no longer chug all of their food while dazed. - NPCs will no longer stop eating because they drank something until the bottle ran out. - NPCs will attempt to select consumable items themselves, filling in missing survival stats, instead of eating the first thing they were given. - NPCs will preferably select consumable items that are part of their diet. - NPCs now use bandages because they are hurt, not because they are hungry for everything in sight. - Removed the 75% health cap on bandages that made them awkwardly do nothing sometimes. - Light, Regular, and Heavy Bandages consume in 3, 4, and 5 seconds, down from 4, 7.5, and 10 seconds. - All bandages properly heal over 3 seconds. Some were instant, but their descriptions said otherwise. - Elixir of Healing now heals 150HP over 30 seconds, up from 50HP over 3 seconds, so that it is not just another bandage. - Bandages and other consumable items will no longer show the "Applying" bar when someone else uses them with very high latency. - All stations collect now, where some used to be dismantled. - Stations, furniture, and other structures now keep track of their HP when collected and placed. - Changed furniture collision to primitive shapes so that there is less geometry to load. Except for oddities like chair legss, the hitboxes of furniture should still feel accurate. (Some objects may have moved a few feet.) - Rounded-up more tiny stack counts, like the Pumpkin. - Rounded-up the harvest value of picks by a small amount. - Increased the Iron Pickaxe harvest value to 18.5, up from 13.14. - Blue Bell now drops Blue Bell when hit, instead of Bee Plant. - Fixed an error in resource loot. Trees now drop Geodes. - The game no longer grabs the cursor on startup. - Sleeping players will no longer turn invincible on a whim. - Buildings are no longer resistant to the repair hammer's repairs. (Inverted Impact Damage) - Damage and repair to structures now shows in the item counter. (The bottom-right HUD where we see damage to creatures.) - NPCs no longer damage friendly targets without the intent to do so. - Added "keepItemsOnDeath" to the server settings. Players will not drop their equipment or inventory items on death. (Disabled by default.) - Added "playerPVP" to the server settings, allowing players to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.) - Added "npcPVP" to the server settings, allowing owned NPCs to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.) - Added "structurePVP" to the server settings, allowing structures to be damaged in PVP combat. They can still be damaged on non-player owned land, by decay, and by world NPCs. (Enabled by default.) - The Land HUD now displays a collection of status messages, instead of swapping between status and decay every 5 seconds. eg. "Neutral, Decaying, Flag at 50X 60Y" - The Land HUD now displays your current Heat Level while it is level 1 or higher. - Greatly improved the performance of dealing / calculating damage. - Added Artillery damage type. All material types except for stick are resistant to artillery. - Cannons now deal artillery damage. They are meant as an anti-personal weapon. - Increased cannon damage at the center of its explosive radius by up to 100%. - Increased howitzer damage at the center of its explosive radius by up to 200%. - Increased cannon turn speed. - Cannons can now aim down. (They used to be not very effective as anti-personnel weapons when placed on walls, now they work.) - Artillery Ammo now requires Lead and Sand. - Moved the cannon control hints that were blocking the compass and damage counter. - Explosive hits now show on the damage counter. - Clay, Log, Timber, Stone, Brick, and Concrete walls are now immune to Artillery damage. - Item tooltips show accurate damage resistance. - Stone and Brick are now immune to Impact damage. - Concrete can no longer be damaged by kicks. - Nearby adjacent pages are loaded, instead of just the page you are directly standing on. This eliminates a bug whereby you may fall through partially loaded bases. - When pages are loading, a better description of what is being loaded is given in the loading screen. - When NPCs walk through doors, they pass through without allowing other non-guild characters through - When an NPC approaches a door with security clearance, an animation plays of the door opening, but this is visual only; the doorway is still physically blocked for other characters. - By default doors allow NPCs to pass through if they are part of the same guild. - This only applies to NPC door traversal. Players still need to be careful about opening doors themselves in the presence of trespassers. - Appearance of damage indicators improved as to not obstruct visibility, especially at night. - Fixed a bug whereby loot sacks may not be accessible in very specific circumstances. - Animals are not able to climb over obstacles taller than head level while in the wander state. This allows one to keep animals within appropriately sized fences. - NPCs ordered to attack will gain an aggression bonus, usually making them do what you told them to. - NPCs will no longer decide to attack themselves. - NPCs can now attack sleeping players. - NPCs are slightly less interested in sleeping targets than others. - Fixed a memory leak in object ownership where some possessions would leave the game without dying but continue to be tracked. How Raid Protection Systems Work: You may become an outlaw if you deal damage or trespass on another player land. Once you become an outlaw, you will become wanted and gain a "Heat" level. This will determine how the law reacts to you. As well, a players Gunslingers will attack you. Upon dying, or no longer aggressive towards another players property for a period of time, the Heat level is removed and you will no longer considered an outlaw. Land Protection Options: Players can toggle how other players are perceived on their land. Passive means anyone can go on your land, and they can damage anything without receiving a Heat level. Neutral means anyone can trespass on your land, but if they deal more than 100 damage on your land, they will be flagged as an outlaw. Hostile means anyone who trespasses on your land for more than 20 seconds will become an outlaw. Gunslinger Tents: Players can purchase Gunslinger tents at the shipping bin. Once placed on your land, a gunslinger tents adds to the land taxes that are paid at your land flag. A Gunslinger tent will spawn a gunslinger outside of it if another player is trespassing on your land, or attacking your land. These Gunslingers are unlimited. They will pursue the aggressor for a set distance. If you are an aggressor, you will need to destroy that players Gunslingers tents to stop them from spawning more. There are cool-downs between each spawn however. Gunslingers cannot be looted, nor do they drop loot. The Law: Should you decide to become an Outlaw by attacking or trespassing on other players land - Marshall's will spawn when you as you are wanted by the law. They will attack you relentlessly. The only wait to get rid of them, is to reduce your Heat level by staying off other players properties, or if you die. We look forward to everyone's feedback on the update. And we thank you for your support. - Code}{atch Heat Twitter - https://twitter.com/SurviveHeat
We enjoy seeing everyone playing Heat, we really look forward to hearing your stories, and making the game better. Please continue to share your feedback. Over the past few months we've been gathering the community feedback and have been working on some new systems to address it. This update also contains some new improvements. We are taking the servers down and rolling them back up in order to process the update. We will be doing a full wipe with this update, due to us extensively editing the map. Community servers may want to wipe as well due to the extensive map changes. We will also be bringing up 2 PVE servers. These will have no loot drop on death and invulnerable structures and land flags. However, players will still be able to attack each other and attack NPC's. We also have additional PVE flags that community servers can turn on if they wish to go even further and ensure no one can deal damage to each other or NPC's. If you experience a crash, please visit this thread for troubleshooting - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/Here are the changes for Alpha 13: - Map has been heavily modified and its biomes redesigned on the eastern half. Now has much more sight lines, nice open areas, with sections of forests lining it. - All mountable animals have increased stamina and top speeds. Specifically, when your mount depletes its stamina, it will now run as fast as it used to in previous Heat gameplay when it had full stamina. However, having stamina now grants you an even greater temporary speed boost. - Player movement speed has been increased - The Gunslinger Tent can now be bought at the Shipping Bin. - Players can become Outlaws. Heat level increases when you trespass on a guild's hostile land or damage property on their land - Higher Heat levels will spawn more law enforcement AI to combat you as you raid - Gunslinger tents placed on a guild's land will spawn up to 5 gunslinger mercenaries that will attack any outlaws on their land. They will continuously respawn if killed after a set timer. - Added a passive / neutral / hostile mode to land flags. - Passive land has no defensive features. - Neutral land marks enemy players as trespassers after they deal damage to the property or anyone on it. - Hostile land marks enemy players as trespassers after a short countdown, and includes the damage threshold of neutral land. - Trespassing players gain a Heat Level that rises from level 1-5 the longer they continue to trespass. - Heat Levels activate defensive Gunslingers and Marshals with the goal of killing outlaws. - Reduced the health of Land Claim Flags by 50%. - Approximately doubled the drop rate of Diatomaceous Earth from Geodes. - Assigned new effect IDs to resources that were unexpectedly producing Diatomaceous Earth. (eg. Blue Bell) - 64 bandit camps have been placed across America - Bandit camps spawn bandits that will drop money, geodes, and loot on death - Bandit camps cannot be destroyed - There is a no build zone around Bandit Camps - Bandits level towards the player that first enters the camp - When ammo, money or geodes are dropped by NPCs, they will have an easily visible aura around them. - NPCs and remote player character models will appear all at once instead of showing in-between meshes as parts load in - Fixed issue with AI limits per-player being eternally reached if NPCs are paged out on server - Buildings removed off terrain will no longer immediately replace the splats underneath them with undergrowth/forest - All crafted guns start with a full clip of ammo - Polished gun sighting animation in first person - more responsive - Wood, Stick, and Fiber are no longer food for NPCs. - Animals are no longer denied the joy of eating flowers because they are categorized as a gift. - Tamed animals will no longer chug all of their food while dazed. - NPCs will no longer stop eating because they drank something until the bottle ran out. - NPCs will attempt to select consumable items themselves, filling in missing survival stats, instead of eating the first thing they were given. - NPCs will preferably select consumable items that are part of their diet. - NPCs now use bandages because they are hurt, not because they are hungry for everything in sight. - Removed the 75% health cap on bandages that made them awkwardly do nothing sometimes. - Light, Regular, and Heavy Bandages consume in 3, 4, and 5 seconds, down from 4, 7.5, and 10 seconds. - All bandages properly heal over 3 seconds. Some were instant, but their descriptions said otherwise. - Elixir of Healing now heals 150HP over 30 seconds, up from 50HP over 3 seconds, so that it is not just another bandage. - Bandages and other consumable items will no longer show the "Applying" bar when someone else uses them with very high latency. - All stations collect now, where some used to be dismantled. - Stations, furniture, and other structures now keep track of their HP when collected and placed. - Changed furniture collision to primitive shapes so that there is less geometry to load. Except for oddities like chair legss, the hitboxes of furniture should still feel accurate. (Some objects may have moved a few feet.) - Rounded-up more tiny stack counts, like the Pumpkin. - Rounded-up the harvest value of picks by a small amount. - Increased the Iron Pickaxe harvest value to 18.5, up from 13.14. - Blue Bell now drops Blue Bell when hit, instead of Bee Plant. - Fixed an error in resource loot. Trees now drop Geodes. - The game no longer grabs the cursor on startup. - Sleeping players will no longer turn invincible on a whim. - Buildings are no longer resistant to the repair hammer's repairs. (Inverted Impact Damage) - Damage and repair to structures now shows in the item counter. (The bottom-right HUD where we see damage to creatures.) - NPCs no longer damage friendly targets without the intent to do so. - Added "keepItemsOnDeath" to the server settings. Players will not drop their equipment or inventory items on death. (Disabled by default.) - Added "playerPVP" to the server settings, allowing players to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.) - Added "npcPVP" to the server settings, allowing owned NPCs to be damaged in PVP combat. They can still be damaged by the environment, wild creatures, and free NPCs. (Enabled by default.) - Added "structurePVP" to the server settings, allowing structures to be damaged in PVP combat. They can still be damaged on non-player owned land, by decay, and by world NPCs. (Enabled by default.) - The Land HUD now displays a collection of status messages, instead of swapping between status and decay every 5 seconds. eg. "Neutral, Decaying, Flag at 50X 60Y" - The Land HUD now displays your current Heat Level while it is level 1 or higher. - Greatly improved the performance of dealing / calculating damage. - Added Artillery damage type. All material types except for stick are resistant to artillery. - Cannons now deal artillery damage. They are meant as an anti-personal weapon. - Increased cannon damage at the center of its explosive radius by up to 100%. - Increased howitzer damage at the center of its explosive radius by up to 200%. - Increased cannon turn speed. - Cannons can now aim down. (They used to be not very effective as anti-personnel weapons when placed on walls, now they work.) - Artillery Ammo now requires Lead and Sand. - Moved the cannon control hints that were blocking the compass and damage counter. - Explosive hits now show on the damage counter. - Clay, Log, Timber, Stone, Brick, and Concrete walls are now immune to Artillery damage. - Item tooltips show accurate damage resistance. - Stone and Brick are now immune to Impact damage. - Concrete can no longer be damaged by kicks. - Nearby adjacent pages are loaded, instead of just the page you are directly standing on. This eliminates a bug whereby you may fall through partially loaded bases. - When pages are loading, a better description of what is being loaded is given in the loading screen. - When NPCs walk through doors, they pass through without allowing other non-guild characters through - When an NPC approaches a door with security clearance, an animation plays of the door opening, but this is visual only; the doorway is still physically blocked for other characters. - By default doors allow NPCs to pass through if they are part of the same guild. - This only applies to NPC door traversal. Players still need to be careful about opening doors themselves in the presence of trespassers. - Appearance of damage indicators improved as to not obstruct visibility, especially at night. - Fixed a bug whereby loot sacks may not be accessible in very specific circumstances. - Animals are not able to climb over obstacles taller than head level while in the wander state. This allows one to keep animals within appropriately sized fences. - NPCs ordered to attack will gain an aggression bonus, usually making them do what you told them to. - NPCs will no longer decide to attack themselves. - NPCs can now attack sleeping players. - NPCs are slightly less interested in sleeping targets than others. - Fixed a memory leak in object ownership where some possessions would leave the game without dying but continue to be tracked. How Raid Protection Systems Work: You may become an outlaw if you deal damage or trespass on another player land. Once you become an outlaw, you will become wanted and gain a "Heat" level. This will determine how the law reacts to you. As well, a players Gunslingers will attack you. Upon dying, or no longer aggressive towards another players property for a period of time, the Heat level is removed and you will no longer considered an outlaw. Land Protection Options: Players can toggle how other players are perceived on their land. Passive means anyone can go on your land, and they can damage anything without receiving a Heat level. Neutral means anyone can trespass on your land, but if they deal more than 100 damage on your land, they will be flagged as an outlaw. Hostile means anyone who trespasses on your land for more than 20 seconds will become an outlaw. Gunslinger Tents: Players can purchase Gunslinger tents at the shipping bin. Once placed on your land, a gunslinger tents adds to the land taxes that are paid at your land flag. A Gunslinger tent will spawn a gunslinger outside of it if another player is trespassing on your land, or attacking your land. These Gunslingers are unlimited. They will pursue the aggressor for a set distance. If you are an aggressor, you will need to destroy that players Gunslingers tents to stop them from spawning more. There are cool-downs between each spawn however. Gunslingers cannot be looted, nor do they drop loot. The Law: Should you decide to become an Outlaw by attacking or trespassing on other players land - Marshall's will spawn when you as you are wanted by the law. They will attack you relentlessly. The only wait to get rid of them, is to reduce your Heat level by staying off other players properties, or if you die. We look forward to everyone's feedback on the update. And we thank you for your support. - Code}{atch Heat Twitter - https://twitter.com/SurviveHeat