Devblog 82
Jack-o'-lanterns, a reworked options menu, better building colliders, the first step towards painting the inside of your base, further adventures in optimisation, and more.
Jack-o'-lanterns, a reworked options menu, better building colliders, the first step towards painting the inside of your base, further adventures in optimisation, and more.
The first look at the new auto-turret, more work on balancing the bow, we added an in-game bug reporter, we have a poll on what we should be focussing on, and lots more.
Apologies are in order. The patch on Thursday was fucked and we didn't communicate well.
Napalm, small stashes, and lots of optimisation. We're wiping this week, too.
Non-patch week, but we're busy investigating and optimising, and we have an important poll about gunplay.
We've got a game-changing patch going live... right now. There's an NPC attack chopper coming to fuck your shit up, holo sights for weapons, new perimeter fence gates, streamer mode, an engine update, and loads more.
We're moving to a two-week schedule, so no patch this week. We've been working on holo sights, iron sights, new radtowns, balancing the market, and more.
Weapon mods, a new PVP focused island, an important poll about patches, and lots more.
We redesigned the menu, fiddled with decay, added bullet penetration, and lots more.