- Added Camelop Walker.
- Fixed whole lakes being highlighted when looking.
- Fixed some water lake visual issues.
- Fixed not being able to build in some lava map areas.
We heard the feedback that collecting lava could be a better process. Introducing: The Camelop Walker, named after an extinct genus of camels, which acts as a pump to help with farming lava (and water!). It can hold very large amounts of liquids, but doesn't have a proper deck, so cannot be spawned on.
Pumping water is straightforward and relatively safe, but lava requires a smart approach and planning, as this fragile Walker can be damaged by it unlike most others. While it will be a challenge to overcome for those who want to acquire very large amounts, Camelop's legs burn in lava much slower than the rest, so it's possible to stay above the pool of liquid death as long as you're not being greedy.
We’re still answering some questions from Reddit, on top of a few from the Community Questions form that gets posted in #announcements on our Discord.
Q: Are you going to offer anything unique (and useful, not just a skin) to the Early Access buyers of the game when you release the finished product?
A: We don't have any specific plans for it yet, but we'd love to thank you for supporting us and providing feedback before the game is officially finished with something unique and cool. It's unlikely that it will be something with functionality that's not available to others, as that would basically be cheating, but we'll try to find an interesting solution to it.
Q: Have you considered having a section of the world not burn and contain a lot of elite endgame material so players who settle there will constantly be braving the wilderness to survive but in exchange can build a more static lifestyle?
A: It would go quite heavily against our lore to have areas that never burn while others do, so we haven't been considering mechanics that would require it. That said, some special tiles could potentially use a feature like that, especially if it's some kind of event. We'll still think about ways to integrate it though, so let us know if you have any ideas.
Q: Will you add kinetic movement damage?
A: We've been experimenting with it long before Early Access and would love to give it another shot. It definitely affects balance and the meta quite a lot, especially with walkers being both very valuable and tricky to properly control, so it might take us some time to implement it properly once we finally decide to go for it.
Q: What are your plans for modules?
A: There are lots of ideas, both practical and creative, floating around for different modules and we're planning to keep adding them over time. As you've seen with the Volcanic Update, new modules will be introduced with new mechanics for obtaining them, so you can plan your activities to farm modules you actually want instead of having a random chance to get a random module with a random activity.
Q: You have commented about private server multi-tile access which is great but is there anything on expanded commands such as being able to perform wipes / spawn items?
A: We're definitely planning much more control over private servers, including an ability to wipe and use admin cheat commands. Multi-tiled realms will be coming with the Commerce Update and we'll be announcing the dates for the rest later on. As we've mentioned before, hosting on your own machines will be coming as well in the future, which should allow for even more customization.
Q: Is there a combat rework patch planned, and what are your overall thoughts on melee combat as it stands right now? What do you personally think needs to be changed and what would you like to see changed in the future?
A: You'll probably get somewhat different answers based on who you ask in the team, since everyone has their favorite aspects of melee and overall combat. When it comes to melee itself, we want to add more interesting mechanics, new unique weapon types, and in general try to make it more dynamic and fun to play, especially in synergy with other parts of the game like walker combat.
With balance specifically it's a little more tricky, since we want to keep the skill ceiling quite high for those who decide to dedicate to honing their melee skills, but, at the same time, we have to remember that it's not a purely combat game, so it should be possible for a new player to learn how to fight with relative ease. We're not in any way imagining that the combat is balanced at the moment and we'll be making changes and adding to it over time as we iterate the game during Early Access.
And now, for a little teaser of something coming later on!
What do you think about the new Walker? What other specialized Walkers would you want?