Edit: We've changed the release version to R5 following a patch that required a version change shortly after the R4 release. The patch contains a few new exploit fixes for a couple of bad exploits. As well, the treasure tree now also has a larger no build zone around it.
This release contains some fixes for new bugs and exploits that were found which affected different areas of the game. We also did some more deep profiling of the engine, and hopefully rooted out and fixed more issues with server performance, and issues with blocks disappearing. Official servers have been wiped, as it's the first Tuesday of the month. We do not believe this update will require a wipe for community servers.
Please post any bugs you find, or issues with the game in the bug forums:
http://steamcommunity.com/app/344760/discussions/0/We continue to work with EAC on further changes to prevent hacking. Please remember that any hackers caught will have their access to the game perma-banned.
If you want to report an exploit, or hacker, and learn about our process, please read this thread:
http://steamcommunity.com/app/344760/discussions/4/523890528707976945/Please follow this guide for updating your community server:
http://steamcommunity.com/sharedfiles/filedetails/?id=435654886Looking to the future, if there is something urgent, we will patch it as soon as we can. Otherwise, we will continue to support the game by releasing occasional patches that will focus on further bug fixes, design tweaks, and exploit fixes. The anti-hack is updated separately via the EAC launcher and will update itself as new hacks are discovered, as anti-hacking is a constant battle. Please continue to list bugs, balancing thoughts, and email us about exploits.
We plan to do a wipe on the first Tuesday of each month to keep the servers running well, and the game fresh. This wipe will not correspond with future patch releases. However, in certain cases, a patch may require a wipe.
Bug Fixes:
- Made the code responsible for registering synced objects more performant when registering an object of the same type.
- Made a loading script instantiate the plague village and other resources then activate those objects on the next frame to help performance.
- Fix an issue with paged out crests not transferring ownership of object properly
- Clean up some GC in paging, and social systems
- Reduce performance hit of paging a little bit
- Fixed crest validation bug
- Harvesting trees and bushes beside farm plots should no longer remove the farm plot
- Beds that have been removed for invalid placement can no longer be spawned at under any circumstances.
- Players will once again stay captured when logging out while being held by a rope or chain.
- Adjusted the exit points for the hanging cages to reduce the probability of released players ending up inside of things.
- Character Saving is more performant on server
- Design change - No build zone now encompasses entire throne head on Crownland. This is to prevent un-raidable bases that were appearing in the top section of head. You can still try wall off the entire head from the outside however.
- Fixed issue allowing you to build structures on trees that would cause collapse
- Fixed issue with randomization on first character creation
- Doors and gates now push players out toward the front or back when they are closed, not the sides.
- Players who log in stuck between a door and wall now have 30 seconds to correct themselves.
- Removed block trim from server as it doesn't need it
- Plant plots for trees and berries can be re-used without deleting the second crop
- Blocks use mesh combining on colliders properly now to get rid of invisible blocks.
- Moved block collapse to be over time instead of on save, to reduce paging spikes on server
Thanks for Playing,
- The Code}{atch Team