Full notes
Full Out of Reach update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Maps
- Balance
- Fixes
- Gameplay
- UI and audio
Out of Reach changes
Hi guys! after months of early access development, we've finally reached the version that we would like to call 'Full'. This means that Out of Reach looks like a game that we wanted to create when we started and now it's time to make a list of new ideas, features and give the direction in which OoR will continue to develop. Since the full release, we've already pushed 2 packs of fixes that you can read about below, but firstly let's see how the game core features have evolved since the initial EA release: Base building The whole system had many iterations, optimization rounds, models redesigns, scale changes and UI reworks. As we write this comparison, there are almost 100 building components divided into 3 tiers available to build from 5 different materials. We've started with wooden and straw huts:
Transportation When the steampunkish theme finally ended in Out of Reach, we had to rework also the rafts. Todays OoR lets pirates sail their ships and fire their cannons at each other or at pirate NPCs:
The Archipelago Firstly, the main island got widely extended and divided into several biomes and caves. Other islands came next. Today players are able to explore both land and underwater, look for shipwrecks and treasures under the ocean surface or even warm up on the volcano. Nevertheless, we still have some open space between the islands that we want to populate in the upcoming patches!
Crafting The Dark Age is over, Out of Reach provides players with materials and tools to create all the weapons from stone axes to flintlock pistols and cannons. There's also a dozen ores and plants to gather. Item list is roughly 4 times bigger than at the beginning.
Single player If you prefer to sail alone, we've prepared a pack of things to do also on the deserted islands. Starting from 24 passive skills to max out, 19 quests (with 3 subquests each) and ending on private server settings that allow players to focus on activities they like the most, for example base building without limitations.
Multi player Last but not least, the pack of features improving multiplayer includes expanded clans, possibility to choose its name, tag, emblem, colors, chat channel, get ranks, cede bases to it, list rules, conquer territories and fight together against other clans or NPC packs on land and the ocean, what lone wolves would rather avoid.
Changelog 1.0.1:
Fixed animals and pirates getting frozen in certain situations
Fixed FPS drops related to boat destruction
Fixed another bunch of bugs related to boat climbing that could cause unexpected change of player's position (another pack of fixes will be available soon)
Fixed missing materials when destroying furnaces
Fixed too big mouse cursors on Mac
Fixed Steel gate that couldn't be repaired
Fixed container opening issue for bags that fell down from big heights
Fixed inventory bags dropped underwater to slowly reach the surface
Fixed rain collision effects causing FPS drops when next to buildings on slower machines
Fixed skill progressions when reaching the highest level
Assets transfer from Early Access to Full release, updated logos, text lines and graphics
Optimized boats synchronization - less transfer, better performance
Changelog 1.0.1-1:
Fixed cannon and mooring issues
Fixed rare player teleportation issue related to anticheat system after boat destruction
Fixed bow shooting that waited till the end of previous animation before starting the next one
Fixed FPP jumping that could stuck on jump animation when going up the hills
Fixed Quickslots not refreshing after player's death
Fixed top HUD notification blocking other buttons, closing Inventory for instance
Updated translations - big thanks to all of you who helped us translate Out of Reach, this time especially to Ad Astaná and his Spanish skills
Source
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