Were happy to release another update. We added some new cool new features into the game, plus much more depth to the games economy.
Full notes
Full Heat update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions1 change0 removals
Performance
Gameplay
Balance
addedWere happy to release another update. We added some new cool new features into the game, plus much more depth to the games economy. Celebrate with a bang by lighting up some fireworks, or just shoot them at your friends. Craft and paint signs to help organize your belongings and express yourself. The economy is deeper in the game now, as crafted and processed items inherit the quality of their input materials. Higher quality items have more health or durability, and sell for much more. Farming has also received attention with a number of ease of use updates and bug fixes. Farming is more profitable and now has a chance of dropping geodes. You can now visualize what the fertilizer and water levels are on the building grid (Hit "Z" to activate while holding a watering can or tool). There is also a number of new optimizations in the game, that will help the game run better when moving throughout the world on foot or on a mount. We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not. We also merged one of the NA Official Servers to encourage players on the same servers. If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/ Here are the changes for Alpha 15:
addedFireworks can be crafted at the Laboratory - Color Fountain Firework - Color Mine Firework - Glory Banger Firework - Thin Skyrocket Firework - Tiny Tipi of Terror Firework - Added fireworks to the President's Provision Box. - Fireworks can be crafted at the Laboratory.
changedSigns can be crafted at the Craftsman Bench - Signpost - Standing Chalkboard - Standing Sign - Standing Signboard - Billboard - Canvas - Carved Canvas - Chalkboard - Directional Signpost - Engraved Canvas - Framed Canvas - Hanging Sign Shield - Hanging Sign - Hanging Signpost - Large Sign - Optimized Forest instance system to improve framerate while running through the dense forests and plains. - Optimized updating primitives and hitboxs. - Optimized the look-up procedure for interactions. This will decrease the per-frame cost of interacting with objects. This is especially noticeable while riding the horse, when you're always in a state of querying it for interactions. - Optimized Mounts by decreasing the number of solver iterations for the reins. - Sprinklers now water 10% of the time, every in-game hour. (They used to run for 3 hours in the middle of the night.) - Sprinklers now properly apply water to farm plots that have not loaded into the game for a long time. - Sprinklers try harder to animate when they are running. - Crops that dry out and die will now revert to a dirt plot, showing the dry plot for a while instead of absolutely nothing. - Dirt plots now stay 'alive' so long as they are watered. - Increased the responsiveness of farm plot highlights. - Crops can now be rapidly-picked by holding the interaction key. - Fertilizer / Soil Soak / Growmentum can now overwrite each other. - Fertilizers and seeds can now be placed easier. (No errors for overlapping, non-exact quantities, etc...) - Fertilizers now diminish in quality when plots are picked, instead of completely resetting. - Added a larger placement shape to Fertilizers and Seeds. (The 2x3 shape.) - Seeds can now be planted in any season. (Their growth rate and loot quality continues to be poor in the wrong season.) - Added a loot quality bonus for well-maintained crops that have no dry / off-season penalties. - Crops now grow properly when they have not loaded into the game for a long time. (They were only growing by one visual stage.) - Crops now grow at full speed in the proper season. (This was inverted, causing a penalty for their correct season.) - Reduced the price of seeds. - Reduced the weight of fertilizers by 50%. - Increased fertilizer / seed stack sizes. (There was a lot of unnecessary bag-switching when each one ran out.) - Re-balanced crop loot so that all provide a decent raw income. Expect more profit from plants that need re-planting, have limited seasons, or take longer to grow. - Reduced the growth time of most crops, now ranging from 1-16 hours. (Notably the Cotton takes longer.) - Re-pickable crops now all take one game day of growth setup before they produce at their listed rate. - Seeds now show the fertilizer of the highlighted farm plot. - The "Toggle Grid" button now shows the fertilizer or water of nearby farm plots, depending on selected tools. - Changed the color of fertilized farm plots so that they are easier to see and differentiate. (Fertilizer: Red -> Magenta, Growmentum: Green -> Yellow, Soil Soak: Blue -> Cyan) - Sprinklers will no longer keep crops watered forever. This gives soil soak, rainfall, and watering cans purpose again. (eg. Sprinklers + Soil Soak will water forever.) - Increased Geode drop rates from all crops. - Crafted and processed items now inherit the quality of their materials. (Materials that never have qualities like Water or Salt are excluded from calculations.) - Re-calculated item prices. Anything that is crafted or processed rises in total value compared to its materials. (Many items have spiked in value.) - Reduced the "vendor gouge" on equipment sold at the shipping bin. - High-quality equipment gains 25% bonus durability per quality level. - High-quality structures gain 25% bonus health per quality level. - Updated the repair menu to show a longer list of materials and feedback messages. - Item repair now costs base materials, simplifying processed items like ingots. - Item repair time is reduced by remaining durability. - Items will finish repairing if nobody is around when it happens. (It got stuck before.) - Locks that have been picked now display a message to owner when they open the lock. This process has always re-applied the lock, but the owner was never told. - Increased the stack size of some cooked foods. (They were being truncated when cooked.) - Food now takes much longer to spoil. Cooked foods last the longest, for the effort put into making them. - Tooltips properly show the adjusted spoil time in Cold Storage, Barrels, Campfires, etc... - Station names now carry over on upgrade. - Land and Flag upgrades no longer reset when moving a flag. - Campfires now set people on fire from a shorter distance. - The burning effect now lasts half as long. - Elixirs now place their empty bottle into an inventory stack, instead of taking up a hotbar slot for each. - Large animal corpses now have half health, but double drop rates. It evens out with a shorter harvest time. - Increased explosion volume over long distances. - Stockpiles are now 50% resistant to Impact and Piercing damage. - The Stockpile now has 500HP, instead of 100-1000 depending on how full it is. - The Stockpile (Enhanced) now has 1000HP, instead of 100-2000 depending on how full it is. - Dirty clothing now properly networks from the server. Cleanliness drops while clothing is worn. (It can now be seen without logging out / in.) - Buckets and watering cans now gain value for their contents, like the other bottles do. - Bottles containing a high-quality liquid will display an additional quality icon. - Builder's Chew will no longer function while standing on enemy land. - Kapok tree no longer rotated 90 degrees - Increased base fertility to 50%, up from 15%. - Reduced the fertility penalty for having family members to 50%, down from 80%. - Increased the power of the Elixir of Fertility to 200%, up from 135%. - Added fireworks to the President's Provision Box. - Added a banner to notify players when their land is decaying. This banner appears for the first property claimed, and periodically when the nearest property's flag is empty. - The HUD now displays the cost of building removal while holding a construction hammer. - Added new settings option to disable crosshairs while holding a gun - Added new settings option for disabling volumetric clouds - Added the "/explore" command for administrators to see the full and current map. - Players now receive the server's group tax multipliers on login. - Reduced the 'critical decay resistance' of structures. (Massively-decayed buildings will lose larger chunks per cycle.) 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
addedWere happy to release another update. We added some new cool new features into the game, plus much more depth to the games economy. Celebrate with a bang by lighting up some fireworks, or just shoot them at your friends. Craft and paint signs to help organize your belongings and express yourself. The economy is deeper in the game now, as crafted and processed items inherit the quality of their input materials. Higher quality items have more health or durability, and sell for much more. Farming has also received attention with a number of ease of use updates and bug fixes. Farming is more profitable and now has a chance of dropping geodes. You can now visualize what the fertilizer and water levels are on the building grid (Hit "Z" to activate while holding a watering can or tool). There is also a number of new optimizations in the game, that will help the game run better when moving throughout the world on foot or on a mount. We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not. We also merged one of the NA Official Servers to encourage players on the same servers. If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/ Here are the changes for Alpha 15:
addedFireworks can be crafted at the Laboratory - Color Fountain Firework - Color Mine Firework - Glory Banger Firework - Thin Skyrocket Firework - Tiny Tipi of Terror Firework - Added fireworks to the President's Provision Box. - Fireworks can be crafted at the Laboratory.
changedSigns can be crafted at the Craftsman Bench - Signpost - Standing Chalkboard - Standing Sign - Standing Signboard - Billboard - Canvas - Carved Canvas - Chalkboard - Directional Signpost - Engraved Canvas - Framed Canvas - Hanging Sign Shield - Hanging Sign - Hanging Signpost - Large Sign - Optimized Forest instance system to improve framerate while running through the dense forests and plains. - Optimized updating primitives and hitboxs. - Optimized the look-up procedure for interactions. This will decrease the per-frame cost of interacting with objects. This is especially noticeable while riding the horse, when you're always in a state of querying it for interactions. - Optimized Mounts by decreasing the number of solver iterations for the reins. - Sprinklers now water 10% of the time, every in-game hour. (They used to run for 3 hours in the middle of the night.) - Sprinklers now properly apply water to farm plots that have not loaded into the game for a long time. - Sprinklers try harder to animate when they are running. - Crops that dry out and die will now revert to a dirt plot, showing the dry plot for a while instead of absolutely nothing. - Dirt plots now stay 'alive' so long as they are watered. - Increased the responsiveness of farm plot highlights. - Crops can now be rapidly-picked by holding the interaction key. - Fertilizer / Soil Soak / Growmentum can now overwrite each other. - Fertilizers and seeds can now be placed easier. (No errors for overlapping, non-exact quantities, etc...) - Fertilizers now diminish in quality when plots are picked, instead of completely resetting. - Added a larger placement shape to Fertilizers and Seeds. (The 2x3 shape.) - Seeds can now be planted in any season. (Their growth rate and loot quality continues to be poor in the wrong season.) - Added a loot quality bonus for well-maintained crops that have no dry / off-season penalties. - Crops now grow properly when they have not loaded into the game for a long time. (They were only growing by one visual stage.) - Crops now grow at full speed in the proper season. (This was inverted, causing a penalty for their correct season.) - Reduced the price of seeds. - Reduced the weight of fertilizers by 50%. - Increased fertilizer / seed stack sizes. (There was a lot of unnecessary bag-switching when each one ran out.) - Re-balanced crop loot so that all provide a decent raw income. Expect more profit from plants that need re-planting, have limited seasons, or take longer to grow. - Reduced the growth time of most crops, now ranging from 1-16 hours. (Notably the Cotton takes longer.) - Re-pickable crops now all take one game day of growth setup before they produce at their listed rate. - Seeds now show the fertilizer of the highlighted farm plot. - The "Toggle Grid" button now shows the fertilizer or water of nearby farm plots, depending on selected tools. - Changed the color of fertilized farm plots so that they are easier to see and differentiate. (Fertilizer: Red -> Magenta, Growmentum: Green -> Yellow, Soil Soak: Blue -> Cyan) - Sprinklers will no longer keep crops watered forever. This gives soil soak, rainfall, and watering cans purpose again. (eg. Sprinklers + Soil Soak will water forever.) - Increased Geode drop rates from all crops. - Crafted and processed items now inherit the quality of their materials. (Materials that never have qualities like Water or Salt are excluded from calculations.) - Re-calculated item prices. Anything that is crafted or processed rises in total value compared to its materials. (Many items have spiked in value.) - Reduced the "vendor gouge" on equipment sold at the shipping bin. - High-quality equipment gains 25% bonus durability per quality level. - High-quality structures gain 25% bonus health per quality level. - Updated the repair menu to show a longer list of materials and feedback messages. - Item repair now costs base materials, simplifying processed items like ingots. - Item repair time is reduced by remaining durability. - Items will finish repairing if nobody is around when it happens. (It got stuck before.) - Locks that have been picked now display a message to owner when they open the lock. This process has always re-applied the lock, but the owner was never told. - Increased the stack size of some cooked foods. (They were being truncated when cooked.) - Food now takes much longer to spoil. Cooked foods last the longest, for the effort put into making them. - Tooltips properly show the adjusted spoil time in Cold Storage, Barrels, Campfires, etc... - Station names now carry over on upgrade. - Land and Flag upgrades no longer reset when moving a flag. - Campfires now set people on fire from a shorter distance. - The burning effect now lasts half as long. - Elixirs now place their empty bottle into an inventory stack, instead of taking up a hotbar slot for each. - Large animal corpses now have half health, but double drop rates. It evens out with a shorter harvest time. - Increased explosion volume over long distances. - Stockpiles are now 50% resistant to Impact and Piercing damage. - The Stockpile now has 500HP, instead of 100-1000 depending on how full it is. - The Stockpile (Enhanced) now has 1000HP, instead of 100-2000 depending on how full it is. - Dirty clothing now properly networks from the server. Cleanliness drops while clothing is worn. (It can now be seen without logging out / in.) - Buckets and watering cans now gain value for their contents, like the other bottles do. - Bottles containing a high-quality liquid will display an additional quality icon. - Builder's Chew will no longer function while standing on enemy land. - Kapok tree no longer rotated 90 degrees - Increased base fertility to 50%, up from 15%. - Reduced the fertility penalty for having family members to 50%, down from 80%. - Increased the power of the Elixir of Fertility to 200%, up from 135%. - Added fireworks to the President's Provision Box. - Added a banner to notify players when their land is decaying. This banner appears for the first property claimed, and periodically when the nearest property's flag is empty. - The HUD now displays the cost of building removal while holding a construction hammer. - Added new settings option to disable crosshairs while holding a gun - Added new settings option for disabling volumetric clouds - Added the "/explore" command for administrators to see the full and current map. - Players now receive the server's group tax multipliers on login. - Reduced the 'critical decay resistance' of structures. (Massively-decayed buildings will lose larger chunks per cycle.) 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
Were happy to release another update. We added some new cool new features into the game, plus much more depth to the games economy. Celebrate with a bang by lighting up some fireworks, or just shoot them at your friends. Craft and paint signs to help organize your belongings and express yourself. The economy is deeper in the game now, as crafted and processed items inherit the quality of their input materials. Higher quality items have more health or durability, and sell for much more. Farming has also received attention with a number of ease of use updates and bug fixes. Farming is more profitable and now has a chance of dropping geodes. You can now visualize what the fertilizer and water levels are on the building grid (Hit "Z" to activate while holding a watering can or tool). There is also a number of new optimizations in the game, that will help the game run better when moving throughout the world on foot or on a mount. We are taking the servers down and rolling them back up in order to process the update. We will be wiping the servers with this update. Community servers can choose whether they wish to wipe or not. We also merged one of the NA Official Servers to encourage players on the same servers. If you experience a crash, please visit this thread for troubleshooting (sometimes Steam doesn't download the update properly and you need to re-verify your files) - https://steamcommunity.com/app/656240/discussions/0/1777136225016630475/Here are the changes for Alpha 15:
Fireworks can be crafted at the Laboratory - Color Fountain Firework - Color Mine Firework - Glory Banger Firework - Thin Skyrocket Firework - Tiny Tipi of Terror Firework - Added fireworks to the President's Provision Box. - Fireworks can be crafted at the Laboratory.
Signs can be crafted at the Craftsman Bench - Signpost - Standing Chalkboard - Standing Sign - Standing Signboard - Billboard - Canvas - Carved Canvas - Chalkboard - Directional Signpost - Engraved Canvas - Framed Canvas - Hanging Sign Shield - Hanging Sign - Hanging Signpost - Large Sign - Optimized Forest instance system to improve framerate while running through the dense forests and plains. - Optimized updating primitives and hitboxs. - Optimized the look-up procedure for interactions. This will decrease the per-frame cost of interacting with objects. This is especially noticeable while riding the horse, when you're always in a state of querying it for interactions. - Optimized Mounts by decreasing the number of solver iterations for the reins. - Sprinklers now water 10% of the time, every in-game hour. (They used to run for 3 hours in the middle of the night.) - Sprinklers now properly apply water to farm plots that have not loaded into the game for a long time. - Sprinklers try harder to animate when they are running. - Crops that dry out and die will now revert to a dirt plot, showing the dry plot for a while instead of absolutely nothing. - Dirt plots now stay 'alive' so long as they are watered. - Increased the responsiveness of farm plot highlights. - Crops can now be rapidly-picked by holding the interaction key. - Fertilizer / Soil Soak / Growmentum can now overwrite each other. - Fertilizers and seeds can now be placed easier. (No errors for overlapping, non-exact quantities, etc...) - Fertilizers now diminish in quality when plots are picked, instead of completely resetting. - Added a larger placement shape to Fertilizers and Seeds. (The 2x3 shape.) - Seeds can now be planted in any season. (Their growth rate and loot quality continues to be poor in the wrong season.) - Added a loot quality bonus for well-maintained crops that have no dry / off-season penalties. - Crops now grow properly when they have not loaded into the game for a long time. (They were only growing by one visual stage.) - Crops now grow at full speed in the proper season. (This was inverted, causing a penalty for their correct season.) - Reduced the price of seeds. - Reduced the weight of fertilizers by 50%. - Increased fertilizer / seed stack sizes. (There was a lot of unnecessary bag-switching when each one ran out.) - Re-balanced crop loot so that all provide a decent raw income. Expect more profit from plants that need re-planting, have limited seasons, or take longer to grow. - Reduced the growth time of most crops, now ranging from 1-16 hours. (Notably the Cotton takes longer.) - Re-pickable crops now all take one game day of growth setup before they produce at their listed rate. - Seeds now show the fertilizer of the highlighted farm plot. - The "Toggle Grid" button now shows the fertilizer or water of nearby farm plots, depending on selected tools. - Changed the color of fertilized farm plots so that they are easier to see and differentiate. (Fertilizer: Red -> Magenta, Growmentum: Green -> Yellow, Soil Soak: Blue -> Cyan) - Sprinklers will no longer keep crops watered forever. This gives soil soak, rainfall, and watering cans purpose again. (eg. Sprinklers + Soil Soak will water forever.) - Increased Geode drop rates from all crops. - Crafted and processed items now inherit the quality of their materials. (Materials that never have qualities like Water or Salt are excluded from calculations.) - Re-calculated item prices. Anything that is crafted or processed rises in total value compared to its materials. (Many items have spiked in value.) - Reduced the "vendor gouge" on equipment sold at the shipping bin. - High-quality equipment gains 25% bonus durability per quality level. - High-quality structures gain 25% bonus health per quality level. - Updated the repair menu to show a longer list of materials and feedback messages. - Item repair now costs base materials, simplifying processed items like ingots. - Item repair time is reduced by remaining durability. - Items will finish repairing if nobody is around when it happens. (It got stuck before.) - Locks that have been picked now display a message to owner when they open the lock. This process has always re-applied the lock, but the owner was never told. - Increased the stack size of some cooked foods. (They were being truncated when cooked.) - Food now takes much longer to spoil. Cooked foods last the longest, for the effort put into making them. - Tooltips properly show the adjusted spoil time in Cold Storage, Barrels, Campfires, etc... - Station names now carry over on upgrade. - Land and Flag upgrades no longer reset when moving a flag. - Campfires now set people on fire from a shorter distance. - The burning effect now lasts half as long. - Elixirs now place their empty bottle into an inventory stack, instead of taking up a hotbar slot for each. - Large animal corpses now have half health, but double drop rates. It evens out with a shorter harvest time. - Increased explosion volume over long distances. - Stockpiles are now 50% resistant to Impact and Piercing damage. - The Stockpile now has 500HP, instead of 100-1000 depending on how full it is. - The Stockpile (Enhanced) now has 1000HP, instead of 100-2000 depending on how full it is. - Dirty clothing now properly networks from the server. Cleanliness drops while clothing is worn. (It can now be seen without logging out / in.) - Buckets and watering cans now gain value for their contents, like the other bottles do. - Bottles containing a high-quality liquid will display an additional quality icon. - Builder's Chew will no longer function while standing on enemy land. - Kapok tree no longer rotated 90 degrees - Increased base fertility to 50%, up from 15%. - Reduced the fertility penalty for having family members to 50%, down from 80%. - Increased the power of the Elixir of Fertility to 200%, up from 135%. - Added fireworks to the President's Provision Box. - Added a banner to notify players when their land is decaying. This banner appears for the first property claimed, and periodically when the nearest property's flag is empty. - The HUD now displays the cost of building removal while holding a construction hammer. - Added new settings option to disable crosshairs while holding a gun - Added new settings option for disabling volumetric clouds - Added the "/explore" command for administrators to see the full and current map. - Players now receive the server's group tax multipliers on login. - Reduced the 'critical decay resistance' of structures. (Massively-decayed buildings will lose larger chunks per cycle.) 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