Released to the live servers!
Implement Overheat for engines and balance Overheat for cannons. Requires a rehaul of the formulas and calculations, and to set the stage for Proximity Heat later.
- Cannon Overheat rebalancing
- Engine Overheat implementation
The volume will attenuate based on the distance between the speaker’s and listener’s characters. The /mute command will now also mute someone’s voice chat. Typing “/mute USERNAME voice” will only mute their voice channel, leaving their text chat visible.
Craft painted objects using cosmetic paint component.
Items that can be slotted in schematics to improve some stats at the expense of others.
A ship part to craft clothing items.
- Metal stats and rarities rebalancing
- Wood and wooden stats balancing
A new server type will open up, in addition to the regular server type. On the PvE server, in Wilderness, Expanse, and Remnants, most combat actions will not affect other players, though physics will always be present. In Badlands full PvP rules are still in effect.
A relatively safe zone where all new characters start the game. Here players will go through the the revamped New Player Onboarding, learning how the grappling hook and character movement work, as well as how salvaging, crafting, scanning, and Knowledge works. Upon completion, players pass through a one-way exit to a Wilderness zone, where pistols become accessible and shipbuilding becomes possible. More here: https://www.worldsadrift.com/tech-tuesday/tech-tuesday-tier-what-now/Info
To combat attackers having no consequences when attacking others' ships, revivers get a charge that partially depletes if player revives from distance; reviving when the charge is empty sends a damage shockwave across the whole ship. Docking the ship on an island refills the charge. This is waiting on fixing unfair deaths, in order to not punish non-attackers.
Implementing the multiplayer side of Island Creator turrets, to bring them in-game.
Player logging in on respawning on a moving ship without falling behind.
Lootable atlas compass crafted by people long ago. Following the compass will lead to caches of exclusive treasure not in any other loot tables.
To dynamically and procedurally increase the reward for finding chests that haven't been looted recently.
- Schematics for Common and Uncommon clothing can be found, to be used to craft the clothing
- Pigments can be salvaged from scrap items
- Cloth can be crafted from plant fibers, and dyed with pigments, and used to craft clothing
Lots more recipes! Some of which results in food that give temporary buffs when eaten.
Non-interactive tables, shelves, etc., and interactive chairs players can sit in. Does not include beds - to come at a later time.
Reintroducing musical instruments for the first time since pre-Alpha! First pass does not do any clever network syncing.
Glider becomes unstable after a little while to prevent long distance gliding, but will also be un-nerfed for short range gliding.
Gear items (gliders, lamps, etc.) no longer drop on death. However, they have a durability that depletes incrementally with use, after which they will break and need to be replaced.
A legs gear slot item (like the hip lamp) that, when activated, allows the player to walk on any angle surface. Does not work on unclimbable surfaces. Cannot run or sprint.Info
A torso gear slot item (like the glider) that briefly stops the player's current velocity. After a few seconds the player resumes her previous trajectory.
A torso gear slot item (like the glider) that activates atlas in short bursts. When midair, the player behaves similarly to an object with a lifter attached.
Bringing alliances, including alliance chat and member management, in-game; players will display Alliance name underneath their own.
UI improvements to the hotbar
- Adding Inventory menu to hotbar
- Adding Social menu to hotbar, moving Crew to Social menu
- Adding Alliance tabs to Social menu
- Visual improvements to hotbar
Moving to a better, more reliable backend that will allow us to fix the various bugs with the Crew system.
Currently, ships will often jolt forwards and backwards when crossing invisible boundaries in the world, throwing players off. This work will smooth out these transitions more.
Releasing a test server that will have in-development versions of the game; available to all Founders and Early Access players.
In Public Test
Available for playtesting in the Public Test Server
In progress; being developed now
- Additional tutorial steps after learning Shipbuilding
- Reworking UI screens to be more intuitive
- Rework the entire starting flow
- Codex entries for scanned/learned objects, explaining how they work
In playtesting the fix for ship rubberbanding, stormwalls and sandstorms appear too easy now. These will need to be buffed, and there's some scope for additional difficulty mechanics.Read More
Moving salvaging/repair/other gameplay messages to on-screen UI elements.
Revamped design for Knowledge system and Knowledge tree.
Being able to craft, for example, five stacks of bullets, or cloth, or or food items at a time. Does not apply to crafting 3D objects (assembly stations, etc.)
Crafting components now have an associated (optional) cosmetic slot to change the appearance of the object. Dyeing will be changed to work with this new system.
Players will be allowed to list certain Stash items on the Community Market, and buy these items from other players/sell them to other players. Check out https://support.steampowered.com/kb_article.php?ref=6088-UDXM-7214 for more details.
In the future plan to be developed during Early Access
To prevent glitching or exploiting through the walls, and to present a danger to the player herself, not just the ship.
Using the overheat mechanic to discourage stacking engines and cannons too closely.Read More
The old Emblem Creator on the website will be rebuilt in-game.
Alliance Emblems can be applied to in-game objects to demonstrate player Alliance membership.
Alliances can claim islands; with enough islands controlled, entire zones will belong to the Alliance. Contesting a territory requires attacking on foot as well as ship combat.
Craftable tracking/pointing device that will always point at the tracker. Tracker can be placed on an island or someone's ship.
Variants of objects (e.g., all birch trees) only need to be scanned once for Knowledge.
Change mouse cursor based on tool equipped, and color based on object moused over.
Player given option to log out alongside ship to ensure its safety; additional specific rules to lower frustration while preventing combat logging.
Craftable object that will allow secure trade between two players.
Chat will appear over characters' heads.
Shipyards upgrade similar to ship cores; ship frame sizes limited by shipyard upgrades.
Ability for players to create and for players to use User Created items in-game.
Apply paint to an already-crafted object.
Save a ship's layout (placement of all parts) to help guide the rebuild if ship is lost.
System allowing trading across distances at an atlas shard cost.
Improved rules, improved performance, improved UI.
Item store for purchasing of cosmetic (only) items for your character and ship.
Ship frames are no longer invincible, but take damage at various points.
Islands have a lifecycle, and will cycle out after some time, while others will cycle in.
Basic melee combat, to defend yourself when you have no equipment.
Physical switches, levers, and other puzzle pieces for complex dungeons.
Multiple damage types to both solve some silliness with the current rules and also create additional strategy for ship combat.
Players can map out the world through craftable items.
More, and better!
Ambient temperature system that affects overheat on ship parts and players themselves.
New system to have curved weather walls of varying thickness, zones entirely surrounded by another zone, and more.
Requires passing through a blizzard to access.