5:00pm EST - The update and devblog are out! All of our servers have updated and wiped.
11:46am EST - We're still several hours away from the update and the team has been cranking out bug / exploit fixes. Some things of note:
- No more crazy stacks! Cancelling a craft now obeys the stack laws.
- Fixed real player names showing in corpse loot when in streamer mode.
- No more snipers nests on power lines, they now correctly block building.
- Fixed not being able to place a floor above shelves.
2:45am EST - It is update day and dungeons are here! As with all first updates of the month, a map wipe will be forced (no sign of a forced blueprint wipe at this time).
Now, let’s delve into dungeons...
Dungeon is the new rad town - loot crates, enterable buildings, underground tunnel systems, research/repair benches - you’ll even find the occasional pump jack. Keep in mind, they are still a work in progress; most textures are missing, they aren't optimized, they don't always align with the surrounding landscape, animals don’t adhere to the rules of gravity, etc, etc... I don’t care, these dungeons are fucking awesome!
Before specifics, let's cover the basics:
- There are a total of 5 new dungeons (some big, some small).
- Most placeholder rad towns (like school bus and apartments) are gone.
- The satellite (which has been revamped), airfield, and the big sphere still exist.
- Like other points of interest, building is blocked in the general vicinity of dungeons.
Water treatment plant
We start with the biggest. Take 9 water pumps, 5 buildings, 3 tanks, and a couple canals. Mix it with a complex underground system of tunnels, then throw in a sniper's nest and a pump jack to boot. Now you’ve got yourself the water treatment plant.
It is smaller than the treatment plant, but does still have a sniper's nest and a pump jack. With many different forms of ingress (including an underground tunnel), several buildings to explore, and tricky pipe walking required to get at certain loot, the train yard is destined to host some intense action.
Distinguished by its two large smokestacks, the power plant provides a great mix of buildings, tunnels, and loot. No pump jack or sniper's nest, but you can get into each smokestack to find some nice swag.
Just off the road you see raised red pipes and train tracks. The rails merge and guide you into a large tunnel with an immediate T intersection. In front of you, a door leads down a hallway, which opens to a wide room with a window, which looks upon a larger room only accessible through a roundabout hallway to your left.
Sound confusing? That’s the point. The military tunnel is a large corridor with 3 doorways; each of which lead to one or several rooms with loot crates and a bunch of blind spots. This should make for some interesting skirmishes...
Last, we have the canyon. It features one shack, several exterior pipes, a cylindrical tank (the new one from the treatment plant), a rock cave, and a series of underground tunnels / rooms. Although it might seem small from the outside, the underground section is deceptively large.
In addition to the new dungeons, our oldest of monuments has received a makeover. The satellite dish now has some decrepit compadres. Best of all, there’s more loot spawns!
This update isn't just dungeons; here's some other changes coming this update:
- The layout of the options menu improved (including key binds!)
- Melee range has been increased
- Eoka is no longer useless
- Bug fixes around reloading (and made more responsive)
- Tweaks to a bunch of sounds
- Many other bug fixes (see devblog)