New Title Screen and Main Menu selections
Sandbox Game Mode: No guidance. Your only goal is survival
New Multiplayer server setup (Only Sandbox Mode to be supported initially)
Join IP directly
Public Server Listing
Wading through water now delays movement depending on the depth
Added a Buff mechanic. Characters can now have buffs and debuffs applied to them which will result in different net benefits or handicaps.
Hunger Buff added: Being Hungry results in faster Adrenaline loss and slower Adrenaline regen. If the hunger buff is not addressed by eating food and left to expire, then it becomes a “Starving Buff”
Starving Buff added: No adrenaline or stamina regen, Defense ignored in damage calculations. Cannot work. If the Starvation buff is not addressed and left to expire, the play dies.
Thirst Buff added: Being Thirsty results in Stamina not regenerating. If the Thirst buff is not addressed by drinking fresh water and left to expire, it becomes a dehydrated buff. Dehydrated buff added: No adrenaline regen. cannot sprint. No stamina regen. Attack speed halved. Cannot work. If dehydration is not addressed by drinking fresh water and left to expire, the player dies.
Bleeding Buff added: 3 levels of bleeding buffs, each with different timers. If a player receives another bleeding buff of the same type the timer loses 30 seconds or 50% of the remaining time, whichever is less. If a bleeding buff expires without being addressed by using a bandage the player dies.
Rested Buff added: Being Rested results in 50% less Stamina loss from sprinting and faster work speed
Health/wound buffs added: health is now conveyed with a buff moodlet. When health drops below 90% the player gets a Bruised buff, when health is below 60% the bruised buff becomes a beaten buff, at 20% it becomes a battered buff. if health reaches 0, the player dies. Health buffs have no timer Health is now restored only by using the resting mechanic.
Crossbows and Bolts removed (they will be added back in later, with proper functionality)
Damage and distance based off length of time of the pull
Can no longer "Machine Gun" archery
Drinking water now functions the same as all other actions (can be cancelled, will continue until thirst is 0)
Slight improvements to world startup time
Major improvements to Application startup time
Roofs now load properly - Don't forget your support beams!
Closing the Crafting window no longer keep roof beams visible if the active tab is roofing
Roof Crossbeams are now only visible when the active crafting tab is Roofing and the crafting window is open
Cleaned up the runtime map initialization on tiles and foliage to run smoother
Water wave animations fixed