As promised in the last update post, we're increasing disassembling rate to a full 100% resource return. Hotfix 2 Community Announcements - Temporarily increased disassemble resource return to 100%.
Thanks to BryanTheHacker from our Discord for finding some exploits that allowed to get access to every possible item in the game on private servers using some intricate admin commands, including completely unobta. Added some admin commands and removed some admin commands from private servers. Fixed Bone Upgrades making Walkers vulnerable to melee in some cases. Updated Bone Repair Hammer to use Bone and Rope in its recipe. Added Salt rocks to salt flats of the canyons, but no uses before SG comes as well (please be patient).
Added a few new items to the Herbalist trader straight from Sleeping Giants (really, soon). Added Tree Sap appearing after cutting down some Redwoods, but no uses before SG comes (soon). Fixed some of the schematics not being allowed in schematic-specific containers. Made Papak gas spitting location anatomically correct. Slightly updated recipes for stomping various fruits into pulp for making water. Increased Papak respawn timer, so there is time to loot in their basin after a fight. Fixed more weird ways that you could've damaged bases in PvP. Fixed orange glow on some of the Light Walls sometimes appearing for no reason. Possibly actually improved the HDR situation on Xbox this time. Fixed various issues with being stuck on loading while traveling. Slightly tweaked Sterile Bandage drop from Canyon camps. Replaced multiple temporary icons with proper ones (Thumper, Grappling Hook, etc.). Added more new armors to various Rupu types to distinguish them better. Added a T2 Toboggan rig to one of the harder Canyon camps. Improved bulk crafting for various items like Wooden Darts. Made Woodworking Station Output container have 100 stack size for all items.
Added Scroll Rack to a Small hardpoint and Ammo Scroll Rack to a Medium hardpoint. Take a look: - Fixed Light Wood Foundation and Door not protecting from Sandstorm properly.
That and other incidental changes that turned up from iteration and your feedback and we've got a Monday patch to present. As we work on the new map, some changes are required, as they're present on previous maps as well, so we can put them into a patch that benefits both maps without having to reveal the new map itself yet (not that we don't want to, tho). In the meantime, we've prepared an intermediary patch that combines some fixes and improvements that, mainly, came to be from working on Sleeping Giants. Not gonna lie, it's getting pretty hot here, especially with more testers joining SG iteration. Hopefully, we should have more and, especially, concrete information sometime soon on when SG is coming out and what exactly will it have in terms of features, new content, progression, new mobs and encounters, and so on. Hotfix 7 Community Announcements We're currently in the middle of iteration on Sleeping Giants, making internal patches, putting hours into testing, and making sure to both use your feedback from existing maps, and also the experience we got iterating on them using the same method. Added back Gelatinous Goo to Bone Glue recipe. Removed duplicate recipes for Bone Glue. Fixed mob patrol distance - Removed broken bulk recipe for Wooden Dart. Removed Player Unstuck feature to prevent abuses. Reduced Wooden Shaft cost back to 2 Wood. Changed Rupu Fur Armor recipe to use Hide instead of Leather. Fixed some other various issues with deaggroing properly for mobs. Fixed mobs, especially Papak, not deaggroing when you leave their area. Fixed merchants spawning all over the place. Temporarily disabled XP gain for placement of structures. We might also have an interesting announcement around that time, so make sure to follow the news to find out more. Without revealing too much, those might include potential creatable portals and other fun things. It's a bit longer than we've originally planned, but we've also reworked some design ideas in the process, so we'd like to make sure we have enough time to implement them as well as possible for the best rarity experience since the invention of rarity in LO. You've also probably already noticed, but we've extended the burn for 6 more days. We've also temporarily disabled XP gain on placement of structures until we switch back to 50% return rate on diassembling and fixed merchants seemingly taking over the tiles. Some of the new issues came to be from the changes made during the Sleeping Giants iteration, which we now fixed and included a few other improvements like fixing infinite aggro range on mobs, especially Papak being the culprit number one in that matter. Hotfix 4 Community Announcements A small hotfix after the yesterday's patch incoming.