DEV

Phantom Totems and Ocean Fires

We continued our progress on our siege system this week with some major improvements. We smoothed out some problems with spawn points and AI pathing to ensure that the mutant hordes don’t get bunched up and nobody feels left out of the carnage just because they appeared on top of a nearby tree. We added a “Max Siege Time” to the Siege Manager that will automatically stop an attack if it has been active for too long and fixed an issue with the siege cooldown not properly being applied after an attack had finished.

While we were in bug hunting mode we took some time to address a few lingering issues on our list. We fixed problems with drone connectivity, Increased shotgun damage, and decreased bullet spread to make the boomstick feel stronger. Torches won’t stay lit when you swim with them anymore and you can no longer place a campfire in the ocean no matter how pretty you think the embers look floating on the waves. The team also fixed a bug where containers in buildings were lootable through walls. While it did make things pretty easy, imagine how boring your favorite bank heist movie would be if the robbers never had to physically go inside the bank to get the money.

The team is focusing on the player construction system to wrap up the week. We’ve updated the persistence system to better clean up totems and construction pieces when they are destroyed or decay. Previously some pieces would occasionally reappear and float in the air like the ghost of bases past. We updated the UI for the construction tool and looked at some concept art of materials besides the thatch we have now for base construction. Below you can see what the new UI looks like and several possible stone design options you might see in the near future.

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