Farworld Pioneers version .99 to 1.05

Farworld Pioneers

Explore an open world, sci-fi sandbox – in PVP, PVE, and co-op. Build and manage colonies on alien planets, and recruit AI survivors with unique personalities and skills. Craft, build, mine, farm, or get your electric death rifle and say hello to your neighbors.

Hello Pioneers! Get ready for our release May 30th at 12pm US EDT time. Check out what the game will look like at release and be ready for ongoing updates from here! Versions 1.04 and 1.05 are temporarily not available, public players will be up to 1.03 [h2]Farworld Pioneers v1.05[/h2] [list] [*] Further localization/layout fixes [*] Fixed issue with research notification spamming upon completion in multiplayer [*] Fixed issue with research item remaining displayed longer than expected after completion [*] Fixed issue that caused NPCs not to wander to the colony after recruitment [/list] [h2]Farworld Pioneers v1.04[/h2] [list] [*] Many localization/layout fixes [*] Fixed issue that caused currency not to get added to the wallet on pickup if the player’s regular inventory slots are full [*] Fixed issue that allowed pickaxes to have unlimited range when targeting an enemy block [*] Fixed issue with facility overlay/door lock icon not interacting when clicked [/list] [h2]Farworld Pioneers v1.03[/h2] [list] [*] Landing pad and certain other constructions can now be completed if you supply the facility block instead of the materials (previously only certain blocks could) [*] Raider spawners found in setpieces no longer have HP and no longer block shots; they will auto-destruct once raiders are defeated [*] Increased spawn rate of raider spawners [*] Various localization/language fixes [*] Improved performance of game when many construction sites are present on screen [*] Added control hints for Jump whenever the gamepad is used, to illustrate when the key changes [*] Fixed memory leak issue with certain preview meshes for blocks/blueprints [*] Fixed issue that could cause the same area to load twice and result in some additional problems, such as missing chunks [*] Fixed issue that caused fast memory ballooning for the host client, PC only [*] Fixed issue that caused server log button to crash the game or hang [*] Fixed issue that caused a gradual loss of performance in multiplayer the more blueprints are placed and built, due to objects not clearing when despawned by the server [*] Fixed issue that caused performance to slow to a crawl whenever the camera moves when many construction sites are present on screen [*] Fixed research bench emitting continual typing sounds when not in use in single player [*] Fixed issue that could cause a talk dialog and an exclusive dialog (like a sign) to be opened at the same time, resulting in a loss of control afterwards [/list] [h2]Farworld Pioneers v1.02[/h2] [list] [*] 99.99999% localization coverage – all text in the game should now be completely translated (again again) [*] Added 4 new mystery items that can be collected from special raider outposts on planet Amaterasu; combine them at the research bench to end all raids on your colony [*] If you miss the 4 mystery items, you can also purchase them from mysterious vendors [*] NPCs will now go to the aid of other NPCs if they are targeted by a hostile unit (e.g. before they’re actually harmed) [*] Construction work is now higher priority than mining work [*] Research is now the lowest priority job besides hauling [*] Vendors now let you add items to your basket even if you can’t afford the total [*] New fire animations [*] Improved NPC alert sound [*] Fixed rounding issue when purchasing from vendor when the player has exact change for multiple units of an item [*] Fixed issue with vendor that prevented adding items to basket even if the player had enough currency [*] Fixed issue that caused entities/facilities to become corrupted upon reloading a world in single player and multiplayer [*] Fixed issue that could cause the facility to fade to a black screen or only load partially after recent performance improvements [*] Fixed required material list not showing when selecting blueprints in the blueprint menu [*] Fixed issue that allowed players to cheese through the ceiling if you placed stairs in a corner [/list] [h2]Farworld Pioneers v1.01[/h2] [list] [*] 99.9999% localization coverage – all text in the game should now be translated (again) [*] Added /help command for server admins on PC [*] Added new sounds for raider weapons [*] Improved performance of setpiece generation and chunk loading for an overall reduction in CPU spikes while moving around the world and an increase in bugs [*] NPCs (colonists, raiders and nomads) will now attack enemies that damage members of their faction nearby [*] Revamped research tree [*] Changed some recipes to include silicon wafers and silicon [*] Gave underground setpieces icons [*] New plasteel ore and ingot icons [*] Disabled some unimplemented content (thermal and space suit, laser miner) [*] Added Raider Spawner tent to the Watchtower setpiece – WIP [*] Added salve drop chance to pine trees [*] Updated rocket launcher animations [*] Reduced snake move volume [*] Fixed various gamepad navigation prompt issues [*] Fixed issue that would cause a hang when traveling in the dropship in certain circumstances in both single player and multiplayer [*] Fixed issue that could cause start/join game button to remain greyed out in the lobby [*] Fixed performance issue that could cause FPS drops and overall slowdowns when digging far underground [*] Fixed issue that could cause stalling of work queues when issuing planting orders [*] Fixed issue that could cause raids to spawn underground [*] Fixed issue that could cause raids to spawn extremely close to players/colonies, in the same screenful as a player [*] Fixed issue that could cause NPCs to miss jump connections when pathing depending on the exact world coordinates of the jump link [*] Fixed issue that caused NPCs to try and jump through solid matter repeatedly to grab a ledge above them [*] Fixed issue that caused NPCs to teleport instead of jumping if more than one jumpable platform was located next to them [*] Fixed issue that occasionally caused NPCs to believe their maximum jump height was 5 when standing in the middle of a platform and not at the edge [*] Fixed issue that caused planet Amaterasu to have stuck unloaded areas [*] Fixed issue that could cause plants and other entities from outside to pop in over the space background of the traveling dropship [/list] [h2]Farworld Pioneers v1.00[/h2] [list] [*] 99.999% localization coverage – all text in the game should now be translated [*] Rebalanced melee weapon damage and updated some recipes [*] New radiator sprite, new thatch and cobblestone textures [*] Updated weenie safe house a bit [*] Additional work on multithreading/performanced of chunk loading [*] Fixed Buddy spawning underground in MP [*] Fixed max players being set to 4 instead of 32 by default [*] Fixed region selector showing on Steam [*] Fixed issue that caused certain controls not to function while planting menu was open and certain hotbar items were selected [*] Fixed issue with display and network synchronization of power icons for powered facilities [*] Fixed issue that could cause players to get stuck in an invisible/missing chunk while traveling in multiplayer [*] Fixed various issues with scrolling/scaling in Research panel [*] Fixed issue with dropship sometimes not getting transferred to the new planet properly when traveling in multiplayer [*] Fixed issue that incorrectly allowed players not in the dropship to receive related achievements in multiplayer [/list] [h2]Farworld Pioneers v.99[/h2] [list] [*] Known issue: Buddy will have a tendency to spawn in the ground in multiplayer [*] Last version before 1.0 console build! [*] Performance improvement: Significantly reworked chunk loading to make things more asynchronous, reducing CPU spikes when walking around in the world (still a work in progress) [*] Friendly/neutral NPCs and players will now emit a faint light in the dark, like the player [*] Revamped hidden lab setpiece [*] Revamped desert bunker [*] Updated Ice BG [*] Tuned movement of forager, bluebird, bunny [*] Tweaked loot generation; made schematics spawn in chests [*] Pickaxe melee collider now matches the shape of the smear (note: only applies to the pickaxe; no change made to other melee weapons) [*] Various localization fixes (no updated sheet yet) [*] No more chest with free spelunking gear near cave entrances [*] Fixed various issues with corpse positioning on butcher tables [*] Fixed issue where joining a game while the host is still loading causes the client to be ‘stranded’ in the lobby [*] Various hair fixes [*] Fixed manseal so they can go under 2 block ceilings [/list] [h3]Social Media[/h3] Can’t get enough Farworld? Itching for the next colony? Try one of our communities and social media platforms! Our Discord is our main community hub: look for people to play Farworld with there! Discord: https://discord.gg/S23XuTqPaY Our other spaces are regularly updated: Twitter: @FarworldPioneer Developer Twitter: @igloosoftgames Facebook: https://www.facebook.com/FarworldPioneers/ Subreddit: r/FarworldPioneers