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Author Topic: Landless  (Read 752 times)

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Landless
« on: July 07, 2017, 03:07:06 PM »

Conquer the high seas in this post-apocalyptic infinite water world where you must fight, build, and craft to survive. Explore an endless ocean while fighting off pirates in this rogue-like survival water world. Can you tame Landless?


Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here


Single-player


Early Access Trailer



About This Game


A World Without Land...

Dominated by fear and lawlessness...

EcoTech the leading global tech conglomerate that had unanimous public praise for its amazing innovations in renewable energy and environmental tech. They brough the best technologies on the market that helped clean the Earth one consumer at a time. For EcoTech, they were a corporations that figured it all out. A spotless public image, constant innovations, and limitless employment. What could possibly go wrong?


By the year 2027, people were starting to take notice of the climate changes. However, the debate still raged on whether humans were the leading cause or not. After long discussions, compromises, and debates. Public opinion just could not be swayed one way or the other regardless of the data provided by EcoTech. EcoTech stressed that it could fix Climate Change in matter of months, however those in power could not allow EcoTech to proceed without more legal support. That's when EcoTech took matters into their own hands, going against all international and domestic laws, they launched a massive network of drones that began manipulating the atmosphere...
Features

OPEN WATER WORLD
•   Conquer the high seas in this post-apocalyptic infinite water world where you must fight, build, and craft to survive. Explore an endless ocean while fighting off pirates in this rogue-like survival water world. Can you tame Landless?
 
ADVENTURE
•   You’ve just escaped from the Waster pirates. Alone, you find yourself on a fishing boat with a familiar voice that comes on the radio that helps guide you to your first town…
 
Prepare to embark on an odyssey of epic proportions as you explore an infinite ocean filled with life and treasures.
 
PROCEDURALLY GENERATED
•   A rogue-like experience that will ensure many hours of gameplay. Every start is your own!
 
HARSH SURVIVAL
•   Survival at it’s core. A heavy focus on survival such as maintaining subsistence for yourself. Build shelters, buoys, and beyond. Craft equipment parts for your boat and other items. Maintain your boat by keeping it repaired and topped off.
 
MAN VS NATURE (AND NATURE’S PISSED!)
•   A battle against the environment! Humans were not meant to live in the ocean. Rip roaring currents that can cause the strongest vessels to capsize. How can you survive such unforgiving elements?
 
TOWNS AND PEOPLE
•   Civilization! Discover other survivors (NPC) in the world. Trade with random traveling merchants. Explore other survivor’s homes and shops, as well as other points of interests.
 
INFINITE
•   Watch as the infinite ocean world form before your very eyes! Constantly with pirates roaming about. Sea creatures of great sizes to hunt. The ocean is your playground!
 
STORYLINE AND CONTRACTS
•   Follow a storyline at your own pace! Do what you can to establish a base and stockpile before progressing through the story. Accept randomly generated contracts that can give you nice rewards for killing a group of Wasters or collecting some shark teeth.
 
CUSTOM AND MODULAR BUILDING
•   Create your own boathouse. Using a custom raft, you can start building walls and furniture to give yourself a home or an outpost, or even a sniper tower to pick off Wasters!
 
RESEARCH TREE
•   Hack your blueprints. Learn new blueprints and progress through your own tech tree by hacking EcoTech servers with a command prompt. Equip the appropriate parts to increase your chances of success!
 
[NEWLY ADDED] DEEP SEA HORRORS [NEWLY ADDED]
•   Craft and don an Atmospheric Diving Suit (A.D.S.) and dive 1000 fathoms below the ocean surface and discover the Old World! But be careful, who knows what lurks in the abyss…
 
DON’T BELIEVE, JUST WATCH
•   Join us on this odyssey as we roll out these updates. Watch this game unfold before your eyes just like the world of Landless.
 
[INCOMING FEATURES]
•   These are the remaining features planned for Landless. However, as the community grows, so too will Landless! Once the remains are complete, we will be applying another layer of development on the game that will begin improving graphics, animations, and gameplay.
 
Be the guiding hand in the development process and help us achieve an incredible and complete game. This is the early access to invest in!
 
MONSTER HUNTING
•   Get ready to experience the thrill of the hunt!
 
STEAM WORKSHOP/MORE BUILDING FEATURES
•   Community-driven content!
 
SETTLEMENT MANAGEMENT
•   Create your own settlement and protect your people from the hazards of Landless!
 
STORY CONCLUSION
•   Every story needs an end. How will you end it?

Early access screenshots



























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Re: Landless
« Reply #1 on: July 14, 2017, 12:36:37 AM »
Stable Alpha 0.34p5 Patch Released "Maps, Buoyancy, Profiles, Tuts, HUDs"

We’ve got Map System, Buoyancy Mechanic, Multiple Profiles, Tutorial Redo, HUD relayout, and of course many many fixes!

Map system released! We already got some ideas on how to improve it, but please give us your feedback!

Press “M” to open the map.

The map only charts the zones. The map always shows which zone the player is in and is starts centered on the player. The player can click and drag on the map to move around on it.

Player will notice a button called scan area. Player will need Makeshift Batteries to scan each time. Makeshift Batteries can be made in crafting.

Scanning the area will reveal all the zones around you indicating what the dominant feature of that zone is by marking it with aesthetically pleasing icons.

We’ll keep adding things to it, so please keep adding your ideas. Also due note, about the optimization. Since the world is infinite, there is little testing done on what the effect would be having so much of the map filled, because the map can just keep getting filled. Obviously we’ll find some good solutions later down the road.

There is no waypoint system currently, we are working on a good method for players to be able to organize them and access them easily. Same applies for the minimap waypoints, since they are simple at the moment.


BUOYANCY MECHANIC:

You’re gonna hate it! Hope you guys have been researching those smart motors ;P

How it works:
Buoyancy works off of 100%

Under 60% and your boat will have flooded. Your boat will literally lower to surface to the water, water can be seen in the cabin and boat will move at a much slower pace.



Under 10% and your engine will have flooded and your boat will look like it’s about to sink. No explanation there.



How fast you regenerate your buoyancy is decided by your rate stat which are most commonly found on motors which are equipped to pumps.

You will really need to be careful when fighting now. The boat is now fine china...

Village Formations added:
On your travels, not only will you find random npc homes, but you also find them huddled together in groups with merchant ships leaving them. Their perimeter marked with small buoys.





HUD Changes:

Moved health hud to the left bottom corner, changed the layout to be more fancy.

Boat HUD only displays when the player is driving, better freeing up the screen. Used the same minimalist approach. HUD is moved to bottom right corner.

Players can press F2 hit have the boat HUD appear at all times

Navbar moved to the top of the screen.

Left top corner is left a little empty, will add a small calendar up there soon.

Changed Inventory to “Tab” and Pause to “P”

TUTORIAL CHANGES:

We also changed the tutorial, player will no longer be contacted by Professor Goodman. Instead it is replaced with quest texts to indicate 5 different steps to get the player aquanted with the game.

We took out the story because we were telling it wrong. We have a ton of lore we'd like to release, but are having trouble on how to make them easier to digest. Also we plan to add character customization so we needed to think of a more gender neutral story for the beginning.

The instruction are more direct and will assume you have experience in survival games to be able to figure things out on your own. The Goodman tutorials were in place during a time when the game literally had nothing. There was no Leavenworth! it was just 3 houses huddled together... But now it seems Goodman is just holding the player back. The story will be brought back but in a more entertaining fashion.



MULTIPLE Profiles:

When the player starts a new game, it will ask them to make a new profile name. Players will now be able to load multiple profiles.


Patch Notes:

-Platform and buoy duplications fixed

-Found the problem with the loot respawns. They were causing double reports which were extending the respawn time by double everytime. This has been fixed now. However, players loading saves with this problem already will need to go through the first cycle of the duplicated reports before it goes back to the normal spawn rate. Players who start a new game will not have this issue.

-The 2 new achievements Under Pressure and The Turtle Express are now working.

-Orca is now properly shaking the screen when hitting the boat.

-Having the Trade Barge now attracts waster gunboats to you.

-3 Story NPC building is no longer disappearing after the player blows up the home’s boat

-Salter Labs added, Variant from waster camp. They are meant to be Waster camps taken over by the salters. More of the story will be revealed later.

-Hacking drones can no longer shoot through walls

-Help text added for hacking and diving

-Strength typo fixed

-Bench preview model fixed to indicate true placement

-Beacons no longer spawn enemies when first rendered, instead they will flash red, sending out a distress signal which then in turn spawns enemies. This makes the world much more peaceful and navigable. Also should improve performance.

-Waster camps and salter labs added to the database pool, this should improve performance for anyone experiencing fps drops from last patch

-Sleep until morning fixed

-Logansport NPC positioning fixed

-Fixed the towing of platforms, should not be rotating them now

-Mouse sensitivity for scrolling increased

-Mouse sensitivity option added to the options menu

-Trade Barge colliders fixed

-Invisible collider above player built ramps has been removed

-Hitting the Gunboat cabin will apply damage to the gunboat

-Fuel Max button added

-Wood Ash and Human Waste stack size has been increased to 2000

-Biofuel stack size has been increased to 500

-Player can now remove platforms the same way they placed them, make sure you have cleared your platform of all furniture and parts

-Black Box loot added to the drone that crashes from the intercept tower. Low drop rate

-Contract Icon added for Abyssal Worm

-Shotgun Shells text fixed

-”Can’t Open right now” text added to the container ship doors.

-Loot containers now display loot instead of interact

-Player spawns with the engine already equipped in the boat

-Experimental branch updated to have stable version

Known Issues:
-To avoid the UI feeling clunky, remember to double tap the interact buttons. We have a much bigger fix for all this as we plan to overhaul how players get their loot in future updates.
-Still working on the sharks getting stuck, best way is to back up in opposite direction.
-Furniture placement and all the base building stuff is being focused on after the 0.35 update
-Rough waves are throwing players out of loot range, this is a big one, but we need you guys to wait a little longer. Not many games experience this problem since they are mainly based on a static surface.
-Trade Barge not appearing after reloading is intended. It needs to be done in one go

http://www.indiedb.com/games/landless
https://www.facebook.com/codeBulletUS
https://twitter.com/codeBulletUS
https://www.youtube.com/c/codebulletGames

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Re: Landless
« Reply #2 on: July 21, 2017, 03:03:40 AM »
Experimental 0.35e1 Hacking Overhaul & Visual Enhancements
18 JULY   - CODEBULLET

Hacking overhaul! Goodbye RNG hacking, we hardly knew ye… Hello fish hacking! We’ve always known you! Also Visual Improvements

We’re working on fishing overhauls at the moment, but in the meantime we translated that over for hacking, making hacking skill based instead of RNG based. So I hope everyone have been practicing their fishing ;)

Hacking will no longer bring up the DOS screen, instead you will be given something similar to the fishing, but with a twist! You must consecutively unlock each layer of security. Number of layers of security is based on your amplify stat. The higher your stat, the less layers you need to bypass for each hack.

ADDITIONALLY! We have changed the signal booster to signal disruptor, Having the signal disruptor buff will prevent anti-grav drone from coming on your next failed hack!

Alright before I go any further… No Monsters yet. Almost though. We decided to bring out the Leviathan in the next one and have him fully animated. This experimental is focused on prep work, we’re basically clearing the area for the big update. Also gotta tie up some loose ends on those bugs.

Visual Improvements:

Added post-processing effects, if you or your computer doesn’t like them, you can turn them off in the settings in-game.

Also changed ocean to light blue color. Some may wonder why not that deep dark blue. Well we tried and it just doesn’t look that well. I guess you could say it doesn’t look that great in real life either, so we picked something that would add better contrast with other objects and make exploring more accessible.

So let’s get to the Notes

Patch Notes:

-Text size of Tutorials expanded

-Drinking and driving returns the bottle

-HUDs are click and draggable, put them wherever however you like!

-Gun wield changed to z from f, player will no longer disarm when using doors

-Fixed savegame recognition. There was a problem when players would manually manipulate the save datas in the folder knocking the ids out of order. Game will automatically reorder if moved out of order now.

-Added wood ash text

-Removed Salter Lab “Breath of Cthulhu” mechanism, well reintroduce at a later time.

-Added makeshift batteries text

-Refined boat colliders some more, so players can shoot near the exterior hull

-Crafting times reduced for building parts and processed parts to 2 seconds from 5 seconds

-Sound effects added for opening and closing loot containers

-Loot containers will now display “empty” once player has looted and comes back to it

-Achievements now working, finally, sorry about the long delay

-Turtle delivery loot now has sound effect

-Repair sound added when player repairs the boat

-Trade merchants are now properly spawning on their rafts

-Sound effects added to items when they move between storage and inventory, vice versa

-Backend clean-up for the HUDs so they would align better when resizing

-Clicking on craft max would calculate part of the ingredients, this is no longer the case and looks to make sure you have all the ingredients

-Minimap Icons added for orcas, sharks, wasters, and salters

-Orcas no longer get stuck in town, they are affected by the creature deterrent as well

-Fixed missing buoys, if you're buoys were gone before, they are gone forever now. But any new ones you make will not disappear. If problem does occur, please report right away so we can take another hard look at it.

Notes: We are continually working to make the UI less clunky and your suggestions are helping us get there. Also we’ve been doing some good research on the youtubers and seeing their troubles with the game. Remember 2 months ago when you couldn’t even do something as trivial as splitting stacks or even stacking. We won’t rest until we beat that UI into smooth churned butter!

Notes 2: It’s almost here, The monsters are coming! The next experimental for sure!

Thank you,
CodeBullet

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Re: Landless
« Reply #3 on: July 21, 2017, 04:44:21 PM »
Alpha 0.34p6 Patch Released
Landless - codeBullet

ALPHA 0.34 PATCH 6

Hacking Overhaul

Hacking has been changed to a mini-game instead of the RNG Dos window. Player will need to unlock layers of security consecutively to succeed the hack. Higher Amplify Stat helps reduce the number of layers you need to bypass.



Signal booster has been changed to signal disruptor and will instead prevent hacking drones from coming when you fail your next hack. Additionally hacking drone incoming range has been extended by 200%.



We’ve gotten a lot of feedback on the hacking and we feel making it skill based as opposed to RNG based was the right approach. Now players who have been practicing on their fishing will find the hacking more practical.

Visual Improvements:

Added post-processing effects, This include anti-aliasing, minimal motion blur, a miniscule of graining, a tad of color grading, and a dash of bloom. If you or your computer doesn’t like them, you can turn them off in the settings in-game.
[BEFORE]


Also changed ocean to light blue color. Some may wonder why not that deep dark blue. Well we tried and it just doesn’t look that well. I guess you could say it doesn’t look that great in real life either, so we picked something that would add better contrast with other objects and make exploring more accessible.
[AFTER]


Equipment Stat Scaleback:

All equipment stats have been changed. Significantly nerfing primary components and buffing secondary components. This scale back is intended to prepare for the great loot overhaul as well as custom boats coming 0.36. Soon loot and crafting recipes will also be scaled back as well in the future.

Legacy Branch:

Added a new branch called legacy, it will have the previous version for anyone who needs to rollback their updates.

So let’s get to the Notes

Patch Notes:

-Text size of Tutorials expanded

-Drinking and driving returns the bottle

-HUDs are click and draggable, put them wherever however you like!

-Gun wield changed to z from f, player will no longer disarm when using doors

-Fixed savegame recognition. There was a problem when players would manually manipulate the save datas in the folder knocking the ids out of order. Game will automatically reorder if moved out of order now.

-Added wood ash text

-Removed Salter Lab “Breath of Cthulhu” mechanism, well reintroduce at a later time.

-Added makeshift batteries text

-Refined boat colliders some more, so players can shoot near the exterior hull

-Crafting times reduced for building parts and processed parts to 2 seconds from 5 seconds

-Sound effects added for opening and closing loot containers

-Loot containers will now display “empty” once player has looted and comes back to it

-Achievements now working, finally, sorry about the long delay

-Turtle delivery loot now has sound effect

-Repair sound added when player repairs the boat

-Trade merchants are now properly spawning on their rafts

-Sound effects added to items when they move between storage and inventory, vice versa

-Backend clean-up for the HUDs so they would align better when resizing

-Clicking on craft max would calculate part of the ingredients, this is no longer the case and looks to make sure you have all the ingredients

-Minimap Icons added for orcas, sharks, wasters, and salters

-Orcas no longer get stuck in town, they are affected by the creature deterrent as well

-Alternative A.D.S. Harpoon ammo added. They can be researched and crafted. Press and hold “R” while in the A.D.S. suit to bring up a radial menu where you can click on the ammo you wish to use. The default ammo is still unlimited but will be changing over time. We just need to get some gameplay data.





-Screen turns black and white when the player reaches below 20% health
-Adjusted lightings on sunsets to persist until the moon gets to higher position where it can project its light on the entirety of the scene.

-Giant worm now despawns over time, so if it falls on you and traps you, just wait until it despawns

-Rafts that sink instead of being destroyed will now count towards the contract totals

-Missing buoys fixed. This was caused by the buoyant forces propelling the buoys into space after reappearing in the scene.

-Confirm amount shows total amount

-Engine now consumes less fuel while idle

-Hydro turrets will no longer shoot at objects far away underwater

-Take all button added to the storage

-Dive Suits and Merchant Interactions are now working properly

-Contracts no longer bug out and change the logs on relog. This was caused by an error. So players may have experienced other problems with the game after uncovering this bug. It’s fixed now, so any problems stemming from it would be fixed as well. Issue originally came from when players collected contract rewards.

-All Standard equipment (Separate from waster and salter) have had their tech point requirements reduced by 40%

Notes: UI is starting to get a lot less clunky, looting materials will feel a bit easier now. There’s still a stickiness with the “F” key and that is because we use it as multiple keybinds, We are looking at changing some hotkeys around to get rid of the stickiness once and for all.

Notes 2: 0.35 Experimental 2 is coming out later today. It will feature the same thing as Patch 6, except it will have the Leviathan enabled, so be ready for that guys ;) 1 more week before the big update! Are you guys ready hunt down sperm whales, mega sharks, and leviathans? I know I am!

http://www.indiedb.com/games/landless
https://www.facebook.com/codeBulletUS
https://twitter.com/codeBulletUS
https://www.youtube.com/c/codebulletGames

Thank you,
CodeBullet

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Re: Landless
« Reply #4 on: July 31, 2017, 06:44:48 PM »
Alpha 0.35f1 Monster Update Live!





Watch the Trailer!


New Harpoon:



Craft and mount the new Impaler Harpoon on your crane and start taking trophies! Player will also be able to control the boat while controlling the harpoon. Be careful though as there are no seatbelts, so one hit and you’ll be knocked out of the seat! SIDENOTE: We are working on attachable harpoons and is something that will be released at a later time when we introduce more physic fixes. (You must look at the chair to mount and dismount the harpoon launcher. https://skfb.ly/6sHYC

New Creatures:

Sperm Whale



Player can now find sperm whales out in their travels, they can only be harmed in the eyes with non harpoon weapons. When you shoot a harpoon at it, the whale will attempt to run away. During this time, the player needs to stay within 300m of the creature or else it will dive back under never to be found again… Sound easy but if you get too close the whale will knock your boat over and the time it takes to recover may be just enough for the whale to get away ;)

Megalodon Shark



Currently only summonable, will be added as a rare spawn into the world after some more balances. Player has a chance of summoning a mega shark from the distance by using Large Chum or Large Spam to attract small sharks. Megalodon sharks want to grab you from the boat, capsize it, and take you 20m below the surface. If a mega shark gets you, just float back to the surface and quickly get back in your harpoon, for the Megalodon will return shortly to repeat this harrowing attack.

Leviathan



Currently only underwater, will be added to surface combat in the future after more fixes. Player can fight the Leviathan for the first time by using the dive suit in Logansport. Keep in mind the monster under Logansport does not respawn and players will need to go out and dive out in the world for a random encounter with more Leviathans. The Leviathan is a long fight and will require patience and some mechanical bull riding skills (Only for the truly daring survivors). https://skfb.ly/6sInU

Trophies:



Each one of these 3 creatures can be harvested by either using the hatchet or plasma cutter. When this happens, chunks of meat will fly out until you’ve completely harvested the creature and the creature disappears with a skull reappearing in its place. Trophies can be placed on player built homes and may require rotating skulls with the middle mouse button to find a good spot.

Fishing Overhaul:



In an effort to eventually remove all the minigames (This includes Hacking) from Landless, we have done our first test removing it from fishing and replacing it with a more immersive method where the player will cast out a float bob which will be tugged down when you get a bite. At this moment you must click the left mouse button to reel it back in. Fishing has a chance to attract a tiger shark.

Damage Indicator:
Players can now figure out where they are getting shot from by looking at the orange triangle on screen.

Patch Notes:

-Hammerhead sharks speed has been reduced by 20% and health increased by 200%

-Buoy build states have been removed, when player plops down a buoy, it will be fully constructed

-Fixed certain merchant ships that were missing merchants leaving villages

-Makeshift battery cost has been reduced from 10x to 1x. The makeshift battery approach is acting as placeholder until we implement a more efficient system.

-Collection contracts should no longer bug out and will read the amount of items you have correctly.

-Crafting queue corrected, Player can now cancel any queue in any order, this has also fixed a UI bug where queues where not showing up after reloading the game. If problem persists, please let us know right away.

-Rain and weather effects are turned off when the player is in the dive suit underwater.

-First Aid kits can no longer be consumed in the suit. (They didn't heal while in the suit, but the player could still consume)

-Optimizations on the small villages, adding them to the pooling list, small villages should be causing less fps drops when rendered in.

-Added new code to the npc buildings and enemy camps to self correct itself if accidently flipped over.

-Player can now properly pick up floating platforms without having another one in the inventory

-Merchants should now be appearing in their shops

-Sharks no longer tread water and will move linearly unless attacked, at which point they’ll attack either you or the boat.

-Merchant ships no longer get stuck on container ships and will be redirected

-Seaweed stacks changed to 2000

-Enemies should now be appearing on gunboats on all fresh spawns

-Enemy camps should no longer be flipping over

-Enemy rafts should have all enemies on the raft during a fresh spawn

-Container ship ladders are now fixed

-Adjusted morning lighting to be more bright when transitioning from moon to sun

Dev Notes:
Thank you for your support and we hope you enjoy the update. We will be posting the 0.36 (Steam Workshop) update preview in a couple days on the forums so keep a look out for that :)


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Re: Landless
« Reply #5 on: August 08, 2017, 02:44:30 PM »
Experimental 0.36e2 "Carnivorous Island"
5 August - codeBullet   



After days of exploring you find something green in the distance… could it be? What you been searching for so long, could it finally be land?... As you approach closer, you notice it is not land but algae and roots entangled together to form a large floating island. You dock with the island only to find things quiet, too quiet…

New Carnivorous Island Added

Features:

Island can be found  randomly in the world anywhere 1800m away from leavenworth in any direction. Meaning coordinates must be over 1800 on both x and z or negative.

Players can harvest scrap wood by chopping down trees, chopping trees consumes stamina. If you try to chop the tree with 0 stamina it will not hurt the tree.

Chopping trees now pulls up the new harvest log which shows how many resources are going into your inventory per chop.

Chopped trees are saved and players must find new islands to find more trees.

Carnivorous plants as enemies added. Will be harvestable in future experimental.

Skeletons will have loot added in future experimental

Test Notes:

-Crafting via the player tab will no longer put the result in the boat crafting bench.

-Buoys should no longer be appearing upside down when coming back into render.

Dev Notes:

Just another chunk towards our loot overhaul. We will also be changing how some of the current loot works. (i.e. player only needs to hit the seaweed with the hatchet instead of trying to loot it).

Steam Workshop progression is still moving steadily. New building models will be done soon so we’ll be doing a swap some time soon. When we make the swap we will also make it so players will be able to build on the new island. About halfway through on the gun animations, may be added shortly after we get the model swaps done on the buildings.

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Re: Landless
« Reply #6 on: August 15, 2017, 07:34:56 PM »
New building models are here! Along with building fixes!





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Re: Landless
« Reply #7 on: August 15, 2017, 07:35:12 PM »
Experimental 0.36e5


Mostly bug fixes and final layer of loot/economy balancing. Should be very stable and may need a few more tweaks before releasing live. These experimentals will apply to 0.35.3 patch coming up.

Test Notes:

-Fixed NPC dialogue from staying on the screen

-Basic blueprints costs raised back to 5

-Desc added to stabilizing platform

-Signal disruptor text changed

-Gunpowder/Ammo crafting rebalanced

-Loot log will show will harvesting creatures on crane

-smart waster generator stats fixed

-Economy rebalance, prices have been adjusted to match the new loot balances

-Whale lighting icon updated

-Enemy camp loot rebalanced

-placing items/building incorrectly will no longer keep the red preview visible

-Shooting things from afar will no longer loot certain things

-boat driving disabled while in suit

-harpoon launcher disabled while in suit

-island spawn placement adjustment

-megalodon shark can be damaged in the eyes with guns

-tree harvest working 10-15

-Player with old saves must rescan areas to update map textures if we’ve updated them ourselves

-Hacking drones comes when you learn a blueprint

-Workbench disabled while driving

-Loot boxes in towns and homes have been changed in model and textures

-Leviathan will not spawn under Leavenworth

-Contract items can not be sold

-More UI optimization

-names added to the survival tips in the help menu

-Windows can now be opened and closed


Dev Notes:

We plan to make some final tweaks before releasing live as 0.35.3. Overall the game should be very stable now. Recommend using a new save with this version to get a fun challenge from the game. Old saves still are good, but it’ll feel more like a cheat file now that the numbers have really come down. We want get a good solid stable version out before we work on the next set of experimentals. Which will be some big content drops!

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Re: Landless
« Reply #8 on: August 16, 2017, 12:21:00 AM »
Alpha 0.35.3 UPDATE


BIG UPDATE! We still have a lot more to do before we hit 0.36 but we feel that we got a pretty solid chunk here that we can release to the LIVE version and get back to work on the next set of content and features!



New Content Overview:

-Carnivorous Island
-Building Improvements
-UI Improvements
-Loot/Economy Balance

Carnivorous Island



Search out and find island formed together by algae and roots. Cut down their trees and collect that precious scrap wood. But be careful! There seems to be a lot of human skeletons laying around. Players can also build on the island using the “Island Platform”. Island Platforms can only be removed by the boat crane at this time, so if you’re boat can’t reach the platform, it will stay there.

Build Improvements



New building models that screams a LANDLESS style to them! Building works the same way as the old system except now there’s been a lot of bug fixes and optimizations. Players can now connect platforms using the “Stabilizing Platform”. Be careful how you place, if you place to low below the water surface, the water force will push down on it counteracting the other side. Lots of fun building experiments for all!

UI Improvements



Replaced all the old textures with sharper more contemporary textures. We’ve also put in a ton of fixes and optimizations to make the UI as smooth as whale butter! Players will find the game much more easily accessible and can now enjoy a seamless adventure out at sea!

Loot/Economy Balance

We’ve been able to get some valuable play data in the last 3 month and have found a very solid well balanced approach to the loot and economy. Players will find loot to be more scarce, this is due to allow the player to rely more on their survival instincts to harvest and collect materials from the world. Late Game will still prove to be challenging and require survival strategies to survive. Early game have a better learning curve to them and the loot the player can obtain from the start won’t be too overwhelming and will allow optimal survival when materials are distributed in a logical survival thought process.

New Creature



Vampire squid, can shoot down then cut up with plasma cutter to harvest. Good target practice for when you want to fight the Leviathan. Also, Megalodon sharks have been added to the world spawner and can be found while exploring. In addition, players can outrun the shark to lose aggro and the bait now only has a 5% chance to spawn the mega shark.

Change Logs
http://steamcommunity.com/games/617030/announcements/detail/1439316518686490434
http://steamcommunity.com/games/617030/announcements/detail/1439316518694134639
http://steamcommunity.com/games/617030/announcements/detail/1439316974557450849
http://steamcommunity.com/games/617030/announcements/detail/1439316974566292351
http://steamcommunity.com/games/617030/announcements/detail/1439317496963193479

Dev Notes:
Alright, now that we got a nice stable version for LIVE. Let’s get ready to bite off the next chunk. Even though we announced that the end goal of 0.36 is Steam Workshop, blah blah, etc, we still have a more surprises up our sleeves! The funny thing to all this is… We’re just getting started ;)

P.S. - Snuck biofuel for one the traders in Leavenworth to help new players struggling with fuel at the start.

Saves:
Old saves will work. New save recommended.

http://www.indiedb.com/games/landless
https://www.facebook.com/codeBulletUS/
https://twitter.com/codeBulletUS

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Re: Landless
« Reply #9 on: August 29, 2017, 03:58:10 AM »
Alpha 0.35.5 Update "Base Defense"

Base Defense


Players can now craft and build a satellite dish on their base to start a base defense. Base defense is a part of ACT II and is the step needed to locate the EcoTech HQ. (EcoTech HQ will be released in future updates) Base defense is repeatable after completing the first time. You can view more details in the in-game help menu.

Planter Boxes


New Planter boxes allows you to place them on your base and use human waste and water to farm potatoes. Potatoes can be used to make yeast, which can then be used to make alcohol and vinegar. You can view more details in the in-game help menu. More plants to farm in future updates.

Aqua Planter Box


New Aqua Planter boxes allows you to place them on your base and plant seaweed. Seaweed has many applications. You can view more details in the in-game help menu. More aqua plants to farm in future updates.

Furniture Model Swaps


All old generic furniture models have now been successfully replaced with our own made furnitures. More and more new furnitures will now be added in future updates.

Grinder


New grinder allows scrapping your items. Place on your base. Then drag and drop items from your inventory over it in real-time to scrap the said item. Just like dropping your items but instead doing it in front of the grinder model.

Creature Repellent


New Creature Repellent can be placed on your base. Can be toggled on/off. When turned on, it will keep creatures away in a 100m radius, similar to the mechanics in towns.

RNG Fishing
The further you venture out, the bigger the loot table variety. Players can now catch a lot of random junk in the ocean in addition to the usual fish that are caught.

Player Respawns
Players who die will now spawn back on their beds upon death instead of having to reload last save file. If saved on the boat and died, player will be brought back to Leavenworth. If died while wearing the A.D.S. suit, player will respawn with suit on and will need to hang it back up.

Old saves will work. However, will not get the mission for base defense. Will still be able to start it though. Will be releasing a hotfix soon to turn it back on for older players, still good to play for now!

Change Logs:
http://steamcommunity.com/games/617030/announcements/detail/2307387167878229148
http://steamcommunity.com/games/617030/announcements/detail/2353548518953736379
http://steamcommunity.com/games/617030/announcements/detail/2353548518937589297

Whats Next?
Halfway to 0.36! We have 3 key things left now before we reach the highly anticipated 0.36 steam workshop update. Here’s what’s left.

-First Person Shooter overhaul. After months, it has finally made it to the top of the task piles we have made in trello! That means you’ll be getting some new animations and weapons. This is actually the last piece that needs an overhaul. After this change, Landless will have finally rid itself of all the 3rd party plugins from the early access release version of 0.30. Once we get the first version in place, we will then be able improve the player physics on the boat as well as the Pirate AI’s, animations, and models.

-Modular boat building system. Similar to building your own floating platform, except players will be able to place boat equipment pieces on it to give it’s own boat stats just like the main boat. Players will be able to do exciting things when this comes out such as motorized homes, massive links between cranes, skys the limit when this comes out!

-Steam Workshop. To put a pretty ribbon on top of all this, we will open up the gates to community mods! Import your own models, make your own loot, or edit databases. There will be so many things to do when the community can start making changes to the game themselves!

Thank you to all those who have been actively showing their support :)

https://www.facebook.com/codeBulletUS/
https://twitter.com/codeBulletUS

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Re: Landless
« Reply #10 on: September 28, 2017, 12:23:30 AM »
Alpha 0.35.7 Update
Landless - codeBullet

Hello again and we’ve got an awesome update for you today! Packed full of content and new gameplay. Let’s take a look, shall we?

First Person Shooter:
The first person perspective has been greatly improved on with new models and animations bringing new life to the game. Here is a list of all the weapons and tools we’ve added along with their corresponding animations.

-Semi-Automatic Pistol
-Pump Shotgun
-Assault Rifle
-SMG
-Tactical Rifle
-Sniper Rifle
-Construction Multi-Tool (Hammer/Wrench)
-Destruction Multi-Tool (Axe/Crowbar)
-Wooden Bow
-PVC Compound Bow
-Hunting Spear (Throwable)
-Players can retrieve thrown spears and loosed arrows























We’ve also added new swimming and moving animations with the hands as well as animations for item consumptions.

Pirate Enemies:
We’ve swapped out the old with the new. Wasters and Salters now feature improved aesthetics on their patrol boats and rafts. Additionally the character models have been changed to something more in line with the theme of Landless. Here’s a list of the changes.

-New Waster Models
-New Salter Models
-Waster Gunboat redesigned
-Salter Gunboat redesigned
-Rafts retextured
-New shooting animations for the enemies to make them look more immersive.
-Bullet streaks added
-Drone model redesigned







Full list here

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Re: Landless
« Reply #11 on: October 05, 2017, 01:47:29 AM »
Experimental 0.36e12 Update has Docked!
4 OCTOBER   - AVEN DAVINCI

Greetings my fellow lovers of the Sea! Aven here, your friendly neighborhood enteric.

So are you eager for the next Experimental Update? Cause it’s here!
Okay, let’s break it down:

So CodeBullet has heard you and been hard at work with some fixes as well as some improvements, such as more lenient hitboxes when placing furniture, as well as an indicator as to where the front of an object your placing is!

The groundwork for a more advanced cooking system is here! This groundwork is only the very start and includes creatures dropping their own meat for different types (and various qualities) to food. An example would be, you now get Raw Sea Fowl for birds, and Raw Tuna from Tuna.

This will allow for recipes in the future to have different types of food made using different ingredients. So if your dream is to be the Iron Chef of the sea, it’s coming don't you worry.

A much-requested feature has been added: The Spyglass! Just craft and then spy on the whole Sea!



The first update to the hostile cargo ship had been dropped, this includes enemy patrols and the groundwork on the ship’s interior! You can now enter the ship's control room (full props and furniture to come, this is just a sneak peek.) and don't worry the cargo hold is coming too, just a little later.

The floor alignment bug has been found and executed with extreme prejudice.

The ramps now have a snap point at the bottom and can be used as stairs along with the existing stairs.

The Distillery Cooker was giving some attitude, not allowing us to use it unless we were highly specific and where it was activated, we have given it a stern lecture and it should be less moody now.

There is more and you can read the full patch notes below.
I also want to say the Boat Building update is going great with more on that to come!

Well you people are wonderful and I hope you have a great day, may the waves be merciful!


Experimental 0.36e12

-Added sit down features for the chairs and benches
-Enemy boat turrets are now working properly
-Fixed the shooter animation so it does not sit and shoot
-Seaweed text for harvesting will not display when you are on the boat
-Furniture can now be placed closer to walls
-Fixed the ragdolls on the enemy, enemies dying should now look like collapsing to ground
-Redesigned cargo ship with a new interior. Rooms are empty at the moment, but will have props put in soon to fill them up. Players can also build on the cargo ship by using the island platform. (Recommend not building in the interiors until we put in the props)
-Player can now climb into the boat not only from the ladder
-Objects can now be placed on top of surface-like furniture pieces (tables/shelves)
-Walking patrols added to the cargo ship
-Object placement preview has been changed so that player can easily identify the front
-Removing an island platform will now give back the correct item
-New Food varieties. Specific meat types now from different creatures. Can still process that new meat into raw chum or raw spam, which can be used to craft the bait for the sharks
-New spyglass item added. Must be crafted and equipped
-Distillery trigger expanded
-Map optimization should be now correctly updating with your position, even on reload
-Orca no longer damages on contact, but instead, try to attack when about to contact
-Furniture pieces can now be placed on the island and cargo ship floors
-Fixed floor alignments
-Player can now snap building pieces to the bottom of ramps
-Random taunts now added to the enemies

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Re: Landless
« Reply #12 on: October 12, 2017, 09:25:34 PM »
On the Horizon Part One
Landless - Aven daVinci

Greetings my fellow lovers of shark massacres, I am Aven, your friendly neighborhood eccentric.

Have you been wondering what CodeBullet is up too? Have you wondered who CodeBullet is? Do you want to know what to expect to arrive in Landless? Do you want to know when I will stop asking these questions? Well, wonder no more!

Okay, let’s break it down:

Boatbuilding

As I read through the fourms I find that many of you want to know if you will be able to get more watercrafts, well the answer is yes!
What? Do you want to know how boat building will work? Calm down, I am going to tell you.
When boat building is introduced it will allow you to make modular rafts/houseboats.
It will start off based on the existing build system, allowing you, the player to make crazy moving platforms, rafts and again houseboats.
By putting this feature in the game, CodeBullet will be able to test how this works and tweak as needed, creating the system for custom vehicles in the game.
So at this first stage, boat building will be more raft building/the ability to make moving bases. (Think square)
Once this is done, the second stage of Boatbuilding will be to allow for sleeker boats and ships, a ship dock will allow you to make pre-shaped hulls of varying sizes and styles.
Once the hull is upon the water, the basic and more advanced features will be able to be built and placed upon the deck. So the upgrade system of the current boat will be a visible build system at this stage.
Now along with these custom boats, the team is also looking into all sorts of things from the motorized rafts the Wasters and Salters use being able to be used by the player, to things like jet skis.
The final note on this one is this: The first stage of boat building is being worked on now! Here are some pictures:

Rain Collector


Water Pump


Radio and Computer


Engine


Generator


The Build system:

Okay let’s be honest, the current build system is a bit rough around the edges. I know you are thinking it! It’s fine, we know it too. CodeBullet’s focus is to get as many base features into the game as possible, to show and test what the game can do. Then after the base is working the polishing stage will begin, cleaning up, smoothing out, and making Landess run and look great.
That's right I did say look great; Landless is using a lot of placeholders allowing the team to work on mechanics before beauty. Now say it with me “PLACEHOLDERS”
That's right this is hardly the final look of the game, but enough about that, on to the build system!
Well, it is getting some love, in fact, the next experimental update will have some good changes with it!
Now you may want to know what is coming over the next few updates, well here is what is being worked on:
More building assets
Major bug fixes
More fluid placement and removal
Expanded rotation
And a new placement UI and guide

Let us go over some of these right now:

More building assets, Oh yes more is coming, not a lot to say on this one for now as it is a little bit further down the road. (Though not too far.) But I can say this, want to build with metal? Good, it is on the way. Want more shapes like triangle floors and walls? You are going to get it. Want more just plain decor and building options like beams and supports? I have good news! There is so much planned, and I can’t wait to do a showcase on this once we have enough to show everyone.

Bug fixes, man there has been such a bug hunt, I tracked one down myself the other day for the coding team to stamp out.
Now have you ever woke up from a good night’s sleep at sea only to have some part of your home have an identity crisis? A floor became a wall? A wall became a window? A door became air? Us too…. Well, we found what was causing it, and our internal testing has shown that the problem is gone! So if after the next experimental update this happens again, please report it immediately as it should be gone completely now.

More fluid placement and removal, so right now placing is not so bad, but we want to ever improve it. Meanwhile removing items can be a bit of a pain. (I prefer to be blunt.) So they are both being worked on.
A crowbar mechanic is coming up that allows you to click and hold for a few seconds to remove unwanted building assets and furniture fluidly as well as easily, as well as more responsive hitboxes. (So no more needing to crouch down to remove floors.)

Expanded rotation, so you can rotate furniture, but why not doors, windows, and floors? Well, I will tell you! There is no reason why not what so ever, thus it is on its way! Soon people such as myself can easily have floors that always face the same way, choose how doors open, in or out. (I care way too much about this one personally…..)

A new placement UI and guide, to get ready for rotation and things of that nature, a new on-screen guide is being made to make placing and building as easy as possible. Here are some pictures of the beta version of our visible snap point guide:





They will not be staying as squares just so you know.

Okay so now I just want to peer into the future a moment, some of these things will be a good while off, but I want everyone to have a clear picture as to what the plan is for Landless!
Landless is planned as a Survival/RPG hybrid, that means:
Character creation
Clothing and armour system
Skill tree
More farming and full cooking system
Some animal… ranching is not the right word, yet it is?..... Well keeping at least
Full settlement management along with hireable crews
A main story and goal
Open world events
Upgradeable A.D.S (think power armour)
Denser procedurally generated underwater exploration (there will be a lot more to see down there)
More advanced fishing, with swimming models and spear fishing
More trophies and harvestables from creatures
Workshop Support
Multiplayer (Co-op only)
And so much more!

Now there are a few things I want to write to wrap this up, first of all, I am a gamer like all of you, in fact, I am a gamer first and foremost.
So I will not be acting like the politician and just writing what you want to read, and I am not afraid to point out faults, after all knowing our faults is how we get rid of them. So I am here because I want Landless to be amazing! That is my personal goal.
To do that we need your help, give us suggestions, report bugs, and write a positive review.
Remember, early access is a two-part program: A pre-order system for a game not yet released, and an investment program to ensure the game can keep being developed. Landless can only reach its full potential as long as the team gets to eat. (Though I personally have skipped meals working on things…. But I distract easily…. What was I saying?)
So if you believe in Landless, all I will personally ask of you is to put in a positive review. A good review score affects how easily the game shows up in searches and increases the likelihood of sales, thus staying in business. So I am not asking you to pester your friends to buy the game, just put in a kind word or two with a thumbs up on the store page.

Well, that is my personal letter to all of you. I hope you have a great day and may the waves be merciful.

P.s, Remember I
wrote something about animal keeping? Well, check out our seagull coop! Now to catch them!


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Re: Landless
« Reply #13 on: October 13, 2017, 01:36:46 AM »
Update 0.35.8
Landless - Aven daVinci
Greetings my fellow lovers of crazy build projects and epic bases, I am Aven your friendly neighborhood eccentric.

Today we have another update going out, and it is nearly all about building.
Okay, Let’s break it down:

The floor pieces were not quite on board with attaching to the bottom of the ramps, but they are now!

There have been some real optimizations going into the building mechanic, Doors, windows, and even the walls can now be flipped 180 for perfect placements.

A placement guide system has been made to see where all the snap points on an object are for easy building.

Windows and doors will now save their state,(though there may be a problem with saving on islands, this is being looked into.) which means, if you leave it open, it stays open!

As I mentioned in the On the Horizon post, the build item identity crisis has ended, what you place down, will stay what you place down!

General cleaning has been done on the stabilizers snap points as well as in general, making them easier to use.

As more and more items get added to the crafting list it gets harder to find what you want to build, as such more categories have been added along with a search feature for you to get to just what you want!

The first test in an “In-Stock” feature has been implemented, what does that mean? Well if you have items In-Stock via a chest near a workbench or distillery, they will pull the items from the chest to craft items. The goal of this feature is to allow the player to stock up their personal warehouse and then craft without having to manually fetch the items each time.

Did you know you could build in a downwards direction? Well you can, if you and building up and over, or just find it easier to place a wall down from a higher floor you can.
This used to make the wall, window, or door go upside down, but no more; also you can now snap walls to the side of other walls for quick wall/window placement.

The first go of a Crowbar mechanic has gone into this update, now you can use your axe multi-tool to “pry up” unwanted build items/furniture. This works with a click and hold, to give you just enough time to change your mind.

The first phase of a basic climb feature has been added, now you can select the edge of a platform to climb out of the water!

All of these changes are meant to give you more ways, as well as cleaner/smoother ways to build your dream home on the sea!

We have also started a new testing process that will allow for cleaner updates with fewer bugs!

The water has also had some lighting changes, let us know what you think.

On top of all that beautiful build additions and optimizations, there is also now hitboxes for headshots, fixed a code error with the creature repellent, a new outline shader when placing and more! See the full list of add-ons and fixes below!


Thank you all for reading and enjoy your time on the sea, may the waves be merciful!

Update Notes:
-Hitboxes for enemy headshots added
-Better collision detections on the enemy gunners
-Props added to cargo ship
-Floor pieces can now connect to bottom of ramps
-Windows and doors states now save
-Workbench can be moved a little closer to the walls
-When in placement mode, snap points will appear to help better coordinate your building effort
-Minor adjustment on the snap points so they do not overlap as much, such as putting a wall between floors
-Fixed code errors for the creature repellent
-Snap points on stabilizers more refined now
-Search function added to the crafting UI
-Bow ammo now updates when picking up loosed arrows
-Workbenches and distilleries can now pull materials from nearby storage chests
-Fixed swapping bug that would disappear items u had in placement mode and switching to another during.
-Fixed storage chest removals after emptying
-Arrows now stick to their targets correctly instead of being out of sync
-Added more categories for crafting to better organize the UI
-Building parts now have colored outlines when in placement mode instead of the giant colored cube
-Stabilizers can now be removed from above as well
-Island platforms should not require a crane to remove any more
-Building parts can now be rotated with mouse wheel
-Building downwards will no longer flip the piece upside down
-Crowbar mechanic to remove placed items
-Added climb up feature
-Water lighting cahnges

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