Hello Out of Reach survivors! As we are happy to announce that OoR: Treasure Royale is released and we prepared a special lifetime promotion just for you! If you are an owner of the original OoR or consider buying both games, you can choose to buy a double pack bundle and save additional 20% on your purchase - you will only pay for a game you don't own in your Steam library! https://store.steampowered.com/bundle/16480/Out_of_Reach_Double_Pack/ If you'd rather only fight for your treasures rather than build and craft, we await you on one of the Treasure Royale server! https://store.steampowered.com/app/867400/Out_of_Reach_Treasure_Royale/
Hello guys and welcome back after the Steam Festival and 7 days of constant sailing! First of all we really want to thank you for all your feedback and motivation!
Kickstarter
This time we are pleased to announce that our Kickstarter campaign has just started!
Everyone who wants to support the new spin-off - Treasure Royale - can also choose one of the prepared perks - starting from small badges and credits mention to assets that will be visible to all the players such as self-made sail banners, ship textures of your design, clothes, rum or even bigger 3D models!
Just click the link below and find out for yourself!
https://www.kickstarter.com/projects/playway/out-of-reach-treasure-royale
Beta tests
What's more, for every Kickstarter backer, we will be hosting beta tests once a week, where you can play a couple of rounds to check how the development goes while we do our deeper testing as usual. Of course, if there's enough pirates on a server, you will be able to keep playing long after the testing is over.:) https://store.steampowered.com/app/867400/
Discord, Feedback and Suggestions
We are always pleased to read what you think about features that we keep adding to Treasure Royale. As Kickstarter backers you will get access to our private Discord channel and get all the attention you desire when talking about the game and what's next to be patched!
The Next patch
As you may imagine, we've collected several tons of feedback during the Festival and work constantly on the new content. Right now we're preparing 2 new big bioms with several islands inside. Map to explore got bigger, guns and drop rates got the necessary polishing, ship and bullet physics is already improved, as well as dozens of small tweaks to make the gameplay even more absorbing. The complete changelog will be posted before the first round of beta tests next week! Thanks again and see you soon!
[previewyoutube=_Rq5dfZfQ1k;full][/previewyoutube]
Hi guys, as some of you may already know, we've been busy preparing the next adventure for our 'out-of-reached' pirates. During the Steam Festival, we've opened our servers to anyone who's willing to take a rifle, crew, ship and try to win against us in the upcoming Out of Reach: Treasure Royale!
Just click the link below and download the free demo right now! We are streaming and playing the whole week:)
https://store.steampowered.com/app/867400/Out_of_Reach_Treasure_Royale/
Want to support the development and secure yourself some treasures like ranks, hats, badges, sail banners, clothes etc. along with up to 4 full version Steamkeys? Follow our upcoming Kickstarter campaign that starts already in June and see what we prepared for you!
https://www.kickstarter.com/projects/playway/out-of-reach-treasure-royale
Today's Deal: Save 75% on Out of Reach!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends September 23 at 10AM Pacific Time
Changelog 1.0.2:
Hi guys!
after months of early access development, we've finally reached the version that we would like to call 'Full'. This means that Out of Reach looks like a game that we wanted to create when we started and now it's time to make a list of new ideas, features and give the direction in which OoR will continue to develop. Since the full release, we've already pushed 2 packs of fixes that you can read about below, but firstly let's see how the game core features have evolved since the initial EA release:
Base building
The whole system had many iterations, optimization rounds, models redesigns, scale changes and UI reworks. As we write this comparison, there are almost 100 building components divided into 3 tiers available to build from 5 different materials. We've started with wooden and straw huts:
Transportation
When the steampunkish theme finally ended in Out of Reach, we had to rework also the rafts. Todays OoR lets pirates sail their ships and fire their cannons at each other or at pirate NPCs:
The Archipelago
Firstly, the main island got widely extended and divided into several biomes and caves. Other islands came next. Today players are able to explore both land and underwater, look for shipwrecks and treasures under the ocean surface or even warm up on the volcano. Nevertheless, we still have some open space between the islands that we want to populate in the upcoming patches!
Crafting
The Dark Age is over, Out of Reach provides players with materials and tools to create all the weapons from stone axes to flintlock pistols and cannons. There's also a dozen ores and plants to gather. Item list is roughly 4 times bigger than at the beginning.
Single player
If you prefer to sail alone, we've prepared a pack of things to do also on the deserted islands. Starting from 24 passive skills to max out, 19 quests (with 3 subquests each) and ending on private server settings that allow players to focus on activities they like the most, for example base building without limitations.
Multi player
Last but not least, the pack of features improving multiplayer includes expanded clans, possibility to choose its name, tag, emblem, colors, chat channel, get ranks, cede bases to it, list rules, conquer territories and fight together against other clans or NPC packs on land and the ocean, what lone wolves would rather avoid.
Changelog 1.0.1:
- Fixed animals and pirates getting frozen in certain situations
- Fixed FPS drops related to boat destruction
- Fixed another bunch of bugs related to boat climbing that could cause unexpected change of player's position (another pack of fixes will be available soon)
- Fixed missing materials when destroying furnaces
- Fixed too big mouse cursors on Mac
- Fixed Steel gate that couldn't be repaired
- Fixed container opening issue for bags that fell down from big heights
- Fixed inventory bags dropped underwater to slowly reach the surface
- Fixed rain collision effects causing FPS drops when next to buildings on slower machines
- Fixed skill progressions when reaching the highest level
- Assets transfer from Early Access to Full release, updated logos, text lines and graphics
- Optimized boats synchronization - less transfer, better performance
- Fixed cannon and mooring issues
- Fixed rare player teleportation issue related to anticheat system after boat destruction
- Fixed bow shooting that waited till the end of previous animation before starting the next one
- Fixed FPP jumping that could stuck on jump animation when going up the hills
- Fixed Quickslots not refreshing after player's death
- Fixed top HUD notification blocking other buttons, closing Inventory for instance
- Updated translations - big thanks to all of you who helped us translate Out of Reach, this time especially to Ad Astaná and his Spanish skills
Hi guys!
The 1.0.0 patch has finally arrived and the 'Full release' stage will follow as soon as we receive your feedback and test everything we've prepared for this month! Quick thank-you to everyone who stayed with us during the Early Access period, supported us, gave (constructive) criticism and a good word:)
Of course the full release in June means leaving Early Access and will get its proper announcement and extras, but already today, we are happy to release the following list of fixes, add-ons and changes, according to your ideas and feedback:
Animations
- Added underwater ragdoll death for those who die in the ocean
- Fixed issues with weapon changing in certain situations
- Updated sails animation
- Fixed issue with NPC pirate attack animations
- Updated main menu to the new pirate theme, added music and graphical assets
- Finally refreshed old logos, splash-screens and backgrounds
- Fixed water rendering issues regarding render queue
- Fixed items made of metal that used to glow too much in bad weather and at night
- Fixed rain ambient lights and rain for better overall experience
- Updated ocean wave collisions to better correspond with boats
- Pitched roofs match and fit their place in the building better
- Fixed deadlocks that occurred in specific situations on Hathon server when players killed each other at the same time
- Fixed wrong HUD and UI text lines including Reputation status and tooltips
- Fixed local server issues connected with both initialization and logout
- Fixed skills max level issue - it couldn't be achieved
- It's possible to rebind the 'Use' and 'Repair' key now
- Added volcanic tier to building elements
- Added bronze and steel castle-like gates as a new building element
- Added bronze window shuttle as a new building element
- Added number of owned Builder's desks info on player's map
- All doors can be opened both ways, if there's room for that and can be put also in lower level door jambs
- Updated NPC pirate AI. They still get all alarmed whenever one of them sees enemy but they act and shoot separately
- Fixed climbing issues and wrong ceiling recognition
- Blocked possibility to build closer than 5m from building in which player doesn't have Building Rights (rights can be added in building's Builder's Desk)
- Updated boat physics so that it shouldn't get stuck in certain situations on shallow water and near cliffs anymore. Full speed sailing animation is less repetitious
Updated translations. Another thank-you to everyone who took part in our Crowdin project and helped us translate Out of reach. If anybody would like to write some more lines to Out of Reach, there is a chance to do so here: Link
Another patch for this week, covering most needed fixes from your recent feedback! Thanks for your input and have a nice evening building your new bases:) Changelog 0.34.2: - Fixed problems with standing and getting up from crouch on a boat - Fixed fire spread causing neighboring buildings to catch fire (only visual effects) - Fixed fracture and destruction of 15 building components having wrong rotation - Added door to the rounded walls - entrance to the rounded tower - Added rounded floors with a ladder - necessary for multi-floor towers - Added option to downgrade building components from higher to lower tiers - Fixed wrong 'required skill level' tip when upgrading Builder's desk - Fixed foundation destruction letting players divide one building into two separated in certain situations - Fixed iron island collisions so that NPC pirate boats won't shoot players that are in caves - Fixed shadow flickering on big terrains
Another patch for this week, covering most needed fixes from your recent feedback! Thanks for your input and have a nice evening building your new bases:) Changelog 0.34.2: - Fixed problems with standing and getting up from crouch on a boat - Fixed fire spread causing neighboring buildings to catch fire (only visual effects) - Fixed fracture and destruction of 15 building components having wrong rotation - Added door to the rounded walls - entrance to the rounded tower - Added rounded floors with a ladder - necessary for multi-floor towers - Added option to downgrade building components from higher to lower tiers - Fixed wrong 'required skill level' tip when upgrading Builder's desk - Fixed foundation destruction letting players divide one building into two separated in certain situations - Fixed iron island collisions so that NPC pirate boats won't shoot players that are in caves - Fixed shadow flickering on big terrains
Here it is - the first huge patch of 2018 has just arrived! As said in an announcement before, we'd taken our time to release the most requested ideas of the core Out of Reach's features. Base-building reworked starting from the UI to each of the Build component - everything got renewed according to your feedback and today's standards. UI managing From now on you can compose your own quick slot tabs with standard or upgraded building elements just to have everything sorted as you prefer. To do so just drag&drop, to check the costs and build tips - check the tooltip. The building panel on the other hand, is simplified as much as possible. Together with more precise component snapping and placeholder spread, the base-building should become much more intuitive and easy to use. Graphic improvements Each of the wood and stone tier components have been redesigned to meet expectations of the this year's survival game. Along with the new models all of the elements: - are 2 to 4 times bigger which lets players build a suitable structure by placing less amount of objects on the island - are fully optimized with proper Level of Detail groups, downgrading textures, shader drawcall saving and GPU instancing - are occlusion-culled and packed into per-island clusters which make them disappear or unload if they are not visible on player's screen - have shadow dynamic maintenance system to adapt main camera's options to the number of players' constructions on each server. All of the features mentioned above are meant to increase average FPS especially on servers with large, 30+ thousand building elements, while keeping decent overall graphics. New components The new building system comes also with a pack of new components including pitched roofs, round floors or much easier to build staircases. Another pack of items will be ready for the next patch, including the strongest volcanic tier buildings,castle-style gates, window shutters and gear for round towers (rounded doors and ladders). Let us know what else we can add to the list of building components! Changelog 0.34: - Simplified and refreshed crafting with the use of the new block UI Reworked building system - Redesigned components of the wood and stone tier - 2 to 4 times bigger components to increase space under the floors and lower overall building components amount on the server - optimized models from textures, LOD levels to CPU maintaining and GPU instancing - Build system ready to be broaden by the new packs of completely new building elements - Easier foundation destruction (not only the last built component) - Easier staircase construction (no need for U-frame beams, just lean the stairs against the wall and build the 'landing floor' over it) - Plantations can be now placed on floors and foundations - Builder's desk is now placed in the middle of the floor and can not be surrounded by other furniture - Roof pack including 10 elements - "Diagonal walls" changed to rounded ones including proper floors and foundations. Necessary "rounded" doors and suitable ladders coming soon! - Climbing - from now player characters can climb some cliffs and walls that are within their arms reach. To try - come against the barrier and press Space - Improved sailing - added necessary sounds, boat moves and particles. Also the boat climbing got drastically improved - Increased costs of building - but the size of elements is accordingly bigger - Decreased costs of cannons - Fixed jumping with a bow - Fixed trebuchet projectile roof collision in certain situations Coming soon in the next update which will also be the full 1.0 version release: - Another tier of buildings - Another pack of build-able components - Underwater fighting - Some of the community best new ideas - Standard pack of fixes and not-yet-announced new features Please note that the "version 1.0 release" does not mean that we stop making updates and releasing new features
Here it is - the first huge patch of 2018 has just arrived! As said in an announcement before, we'd taken our time to release the most requested ideas of the core Out of Reach's features. Base-building reworked starting from the UI to each of the Build component - everything got renewed according to your feedback and today's standards. UI managing From now on you can compose your own quick slot tabs with standard or upgraded building elements just to have everything sorted as you prefer. To do so just drag&drop, to check the costs and build tips - check the tooltip. The building panel on the other hand, is simplified as much as possible. Together with more precise component snapping and placeholder spread, the base-building should become much more intuitive and easy to use. Graphic improvements Each of the wood and stone tier components have been redesigned to meet expectations of the this year's survival game. Along with the new models all of the elements: - are 2 to 4 times bigger which lets players build a suitable structure by placing less amount of objects on the island - are fully optimized with proper Level of Detail groups, downgrading textures, shader drawcall saving and GPU instancing - are occlusion-culled and packed into per-island clusters which make them disappear or unload if they are not visible on player's screen - have shadow dynamic maintenance system to adapt main camera's options to the number of players' constructions on each server. All of the features mentioned above are meant to increase average FPS especially on servers with large, 30+ thousand building elements, while keeping decent overall graphics. New components The new building system comes also with a pack of new components including pitched roofs, round floors or much easier to build staircases. Another pack of items will be ready for the next patch, including the strongest volcanic tier buildings,castle-style gates, window shutters and gear for round towers (rounded doors and ladders). Let us know what else we can add to the list of building components! Changelog 0.34: - Simplified and refreshed crafting with the use of the new block UI Reworked building system - Redesigned components of the wood and stone tier - 2 to 4 times bigger components to increase space under the floors and lower overall building components amount on the server - optimized models from textures, LOD levels to CPU maintaining and GPU instancing - Build system ready to be broaden by the new packs of completely new building elements - Easier foundation destruction (not only the last built component) - Easier staircase construction (no need for U-frame beams, just lean the stairs against the wall and build the 'landing floor' over it) - Plantations can be now placed on floors and foundations - Builder's desk is now placed in the middle of the floor and can not be surrounded by other furniture - Roof pack including 10 elements - "Diagonal walls" changed to rounded ones including proper floors and foundations. Necessary "rounded" doors and suitable ladders coming soon! - Climbing - from now player characters can climb some cliffs and walls that are within their arms reach. To try - come against the barrier and press Space - Improved sailing - added necessary sounds, boat moves and particles. Also the boat climbing got drastically improved - Increased costs of building - but the size of elements is accordingly bigger - Decreased costs of cannons - Fixed jumping with a bow - Fixed trebuchet projectile roof collision in certain situations Coming soon in the next update which will also be the full 1.0 version release: - Another tier of buildings - Another pack of build-able components - Underwater fighting - Some of the community best new ideas - Standard pack of fixes and not-yet-announced new features Please note that the "version 1.0 release" does not mean that we stop making updates and releasing new features
Hi guys, we are glad to announce that the next patch is scheduled to be released on Monday. We've spent the last month working on the core features of the game. Some of them have been given the last touches, some of them got reworked. From the gathered feedback and ideas we've decided to make the base-building system much more friendly for player to use and for us to develop in the future. As a result all the previous building components have been redesigned, many new are ready to be released and even more is scheduled to come along with the next patches. As the patch will be very close to the ver1.0 release, it includes tones of the new code and completely new building elements - we will have to perform the last building-wipe of the Early Access. That's why we would like to ask you to get all your loot from chests and prepare to start over. The wipe won't affect your character, inventory, skills or stats, you will be able to re-customize your appearance though. The update will come as soon as we finish its testing and will be available to download for everybody on Monday! Help us in testing the new improvements! Come and join the "Out of Reach[ALPHA-1]" server. It will be only possible after downloading the patch using "beta-0.34.0" branch on Steam. 1. Right click on Out of Reach in your Steam Library 2. Choose Properties 3. Choose BETA tab 4. Choose "beta-0.34.0", accept and restart Steam if needed
Hi guys, we are glad to announce that the next patch is scheduled to be released on Monday. We've spent the last month working on the core features of the game. Some of them have been given the last touches, some of them got reworked. From the gathered feedback and ideas we've decided to make the base-building system much more friendly for player to use and for us to develop in the future. As a result all the previous building components have been redesigned, many new are ready to be released and even more is scheduled to come along with the next patches. As the patch will be very close to the ver1.0 release, it includes tones of the new code and completely new building elements - we will have to perform the last building-wipe of the Early Access. That's why we would like to ask you to get all your loot from chests and prepare to start over. The wipe won't affect your character, inventory, skills or stats, you will be able to re-customize your appearance though. The update will come as soon as we finish its testing and will be available to download for everybody on Monday! Help us in testing the new improvements! Come and join the "Out of Reach[ALPHA-1]" server. It will be only possible after downloading the patch using "beta-0.34.0" branch on Steam. 1. Right click on Out of Reach in your Steam Library 2. Choose Properties 3. Choose BETA tab 4. Choose "beta-0.34.0", accept and restart Steam if needed
Hello guys! Here's the last patch of the 2017 containing fixes and community's requests. The whole list is down below as usual and main fixes-to-come are listed in our Trello. From the beginning of 2018, we are going to put our main efforts in improving the core features of Out of Reach. We've already received lots of feedback from you, but still, if you have new ideas for any changes needed to the upcoming new building system, overall movement/climbing or item crafting let us know in the Discussions tab or here in the comments below! Changelog:
- Updated weather and daytime cycle to support the new engine's features
- Updated fog
- Updated metal items reflections
- Updated male starting clothes
- Updated object fractures - treasures should get destroyed easier, cave ores shouldn't block players
- Fixed ballista and trebuchet reloads
- Fixed missing HUD messages
- Fixed underwater caustics
- Slightly improved sails not to block player's visibility
- Improved objects materials and shaders to get ready for the new lights
- Foundation building is now limited to an area of 200m from the first built foundation
- Builder's desks are now limited to 10 pieces per player on PvE and Standard servers (desks from the previous patches remain)
- Updated render distances for for the most important objects like ship wrecks
- Improved boat usage: wheel, cannons and ballista are now easier to reach
- Fixed cannons that couldn't be used in TPP properly
- Updated game translations
Hello guys! Here's the last patch of the 2017 containing fixes and community's requests. The whole list is down below as usual and main fixes-to-come are listed in our Trello. From the beginning of 2018, we are going to put our main efforts in improving the core features of Out of Reach. We've already received lots of feedback from you, but still, if you have new ideas for any changes needed to the upcoming new building system, overall movement/climbing or item crafting let us know in the Discussions tab or here in the comments below! Changelog:
- Updated weather and daytime cycle to support the new engine's features
- Updated fog
- Updated metal items reflections
- Updated male starting clothes
- Updated object fractures - treasures should get destroyed easier, cave ores shouldn't block players
- Fixed ballista and trebuchet reloads
- Fixed missing HUD messages
- Fixed underwater caustics
- Slightly improved sails not to block player's visibility
- Improved objects materials and shaders to get ready for the new lights
- Foundation building is now limited to an area of 200m from the first built foundation
- Builder's desks are now limited to 10 pieces per player on PvE and Standard servers (desks from the previous patches remain)
- Updated render distances for for the most important objects like ship wrecks
- Improved boat usage: wheel, cannons and ballista are now easier to reach
- Fixed cannons that couldn't be used in TPP properly
- Updated game translations
The Pirates came with their Black(flag) Friday early this year, but brought some new features to test, cargo to fight for and 50% sale!
In this patch your sailor skills will be put to the test as the NPC pirates came to the islands with cannons and evil intentions. The ocean is no longer safe and it's for you to decide whether to flee or to fight.
Pirate Ship's features:
- Ship can be damaged by siege weapons including ballista and cannons
- Ship may explode due to its cargo - black powder barrels
- All the damages are visible on the ship's skin, including flying planks and burning barrels
- Sunk ship drops chest with random high level loot
Pirate Ship's AI:
- There are several ships near archipelago, in most cases they won't enter each others territory
- In patrolling mode, they would look for an easy win just by sailing around
- When other ship approaches and the angle is good, pirates would fire first two cannons to scare off the intruder
- If you don't leave them alone or you just happen to be on the colliding course pirates will engage
- During the fight, pirates will try to keep aiming at their enemy's ship while avoiding cannon balls at the same time
Pirate Ship's crew
- The crew consists of 3 pirates and the captain
- Besides cannons, they will fire guns and swing swords whenever possible
- When the captain loses the fight, he will try to blow the ship up so that no one gets his precious treasure
Other changes:
- Another round of server optimization concerning animals' movement and behavior
- Fixed autojump not working properly in certain situations
- Loot bags from players should float on water now
- Possible fix for infinite loading screen
The Pirates came with their Black(flag) Friday early this year, but brought some new features to test, cargo to fight for and 50% sale!
In this patch your sailor skills will be put to the test as the NPC pirates came to the islands with cannons and evil intentions. The ocean is no longer safe and it's for you to decide whether to flee or to fight.
Pirate Ship's features:
- Ship can be damaged by siege weapons including ballista and cannons
- Ship may explode due to its cargo - black powder barrels
- All the damages are visible on the ship's skin, including flying planks and burning barrels
- Sunk ship drops chest with random high level loot
Pirate Ship's AI:
- There are several ships near archipelago, in most cases they won't enter each others territory
- In patrolling mode, they would look for an easy win just by sailing around
- When other ship approaches and the angle is good, pirates would fire first two cannons to scare off the intruder
- If you don't leave them alone or you just happen to be on the colliding course pirates will engage
- During the fight, pirates will try to keep aiming at their enemy's ship while avoiding cannon balls at the same time
Pirate Ship's crew
- The crew consists of 3 pirates and the captain
- Besides cannons, they will fire guns and swing swords whenever possible
- When the captain loses the fight, he will try to blow the ship up so that no one gets his precious treasure
Other changes:
- Another round of server optimization concerning animals' movement and behavior
- Fixed autojump not working properly in certain situations
- Loot bags from players should float on water now
- Possible fix for infinite loading screen
Hi guys, This time we are ready to release an update containing the most recent version of the game's engine that we were able to run Out of Reach on. The reason why we don't do such updates very often is mainly to keep the stable version as long as it works and wait for engine developers to deploy the most bugfree patch possible. Another reason, probably more relevant to the community, is to put every man power to work on things that could make the gameplay better instead of getting stuck in adjusting the whole code to the weekly engine changes. This time though, we took our time and walked through all the necessary steps to upgrade Out of Reach's code and make it run as good as possible. Better overall performance After running multiple performance tests and profiler rounds, we were able to find scripts that needed additional tweaks to take less resources without an impact on the gameplay. As a result of these actions and the engine updates, we finally got a decent boost on test machines while playing on the most built-up servers. Other changes
- Fixed Builder's desks that could appear as invisible in certain situations
- Fixed quests to match the new boats and cannons features
- Increased session idle time on loading screen to give low-end machines additional time to load before server shutdowns connection
- Fixed serverside issues connected with item durability
The next updates
Now, when we are back to the new features, we will be pushing forward the promised NPC pirates that can actually sail on boats and fire cannons - that's our main goal for the next patch. Then we're going to make cave and island bases for NPCs that could be invaded only by the bravest players:)
Changelog 0.31.1-4: Hotfixes
- Fixed general connection issues
Changelog 0.31.1-3: Hotfixes
- Fixed floating containers around the shipwrecks
- Fixed obsolete quest tips - boat descriptions
- Fixed rock materials and LODs, added scaling of rock fractured parts
- Fixed resource smelting bugs in a furnace
- Fixed missing schemes for gathering tools: pickaxes
- Fixed loot treasure on an old shipwreck - now it's lootable
- Fixed client setting wrong type of connection to server in certain situations
- Updated boat colliders
Changelog 0.31.1-2
Hi guys, This time we are ready to release an update containing the most recent version of the game's engine that we were able to run Out of Reach on. The reason why we don't do such updates very often is mainly to keep the stable version as long as it works and wait for engine developers to deploy the most bugfree patch possible. Another reason, probably more relevant to the community, is to put every man power to work on things that could make the gameplay better instead of getting stuck in adjusting the whole code to the weekly engine changes. This time though, we took our time and walked through all the necessary steps to upgrade Out of Reach's code and make it run as good as possible. Better overall performance After running multiple performance tests and profiler rounds, we were able to find scripts that needed additional tweaks to take less resources without an impact on the gameplay. As a result of these actions and the engine updates, we finally got a decent boost on test machines while playing on the most built-up servers. Other changes
- Fixed Builder's desks that could appear as invisible in certain situations
- Fixed quests to match the new boats and cannons features
- Increased session idle time on loading screen to give low-end machines additional time to load before server shutdowns connection
- Fixed serverside issues connected with item durability
The next updates
Now, when we are back to the new features, we will be pushing forward the promised NPC pirates that can actually sail on boats and fire cannons - that's our main goal for the next patch. Then we're going to make cave and island bases for NPCs that could be invaded only by the bravest players:)
Another patch this week, which was possible thanks to you and your feedback! We are truly happy that you liked the new features of the 0.31 update and we will continue adding your suggestions as fast as we can:) Here are the most requested changes to the sailboats:
- Added possibility to disassemble or reassemble cannons on moored boats
- Added lantern in front of a boat (use fat to switch it on for 30min)
- Added storage on the right side of a boat (use it like normal, everyday chests)
- Fixed blocked ship's wheel after death of a player who was using it
- Fixed possibility to build 2 boats in the same place in certain situations
- Fixed missing projectiles that hit a boat
- Fixed issues when trying to repair the front part of a boat
- Fixed notifications that didn't close properly in certain situations
- Added Level of Details groups and another pack of visual improvements to boat and sails
- Added Auto-reloading of ballistae and trebuchets and proper sounds to them
- Added collision effects of cannonballs hitting terrain
- Added sounds for burning boats (so that you don't miss it)
- Fixed players getting stuck under stairs on shipwrecks
Another patch this week, which was possible thanks to you and your feedback! We are truly happy that you liked the new features of the 0.31 update and we will continue adding your suggestions as fast as we can:) Here are the most requested changes to the sailboats:
- Added possibility to disassemble or reassemble cannons on moored boats
- Added lantern in front of a boat (use fat to switch it on for 30min)
- Added storage on the right side of a boat (use it like normal, everyday chests)
- Fixed blocked ship's wheel after death of a player who was using it
- Fixed possibility to build 2 boats in the same place in certain situations
- Fixed missing projectiles that hit a boat
- Fixed issues when trying to repair the front part of a boat
- Fixed notifications that didn't close properly in certain situations
- Added Level of Details groups and another pack of visual improvements to boat and sails
- Added Auto-reloading of ballistae and trebuchets and proper sounds to them
- Added collision effects of cannonballs hitting terrain
- Added sounds for burning boats (so that you don't miss it)
- Fixed players getting stuck under stairs on shipwrecks
Hi guys! We are finally ready to release the long-awaited pirate ships! It took us a great part of the summer break to make it work but we managed to implement all the features we wanted to add to the first sailboat in Out of Reach!
Here's the list of features packed into the ship and things you can do with it:
- The ship can be built only on the ocean surface, there are also plans for the future releases to let you construct or take over docks in order to repair or upgrade the basic boat
- Use standard Build Panel (B or F5) to choose the ship and place it on the deep-enough water
- Besides jumping on the deck, players can climb on it from both sides (in places where ships' boards are lower)
- To do so, press E while swimming next to the ship
- Press E to stand behind the ship's wheel and standard WASD keys to sail
- Use mouse to change the view angle
- Build the Moor Bollard on a foundation using standard Build Panel (B) or (F5)
- Park your ship next to it and use E key to moor the bollard to one of the projecting rope knots
- Only fully repaired ships (with no fire or spouting water on the deck) can be moored to the bollards
- Moored ships remain invulnerable as long as the bollards and foundations under them exist
- Every ship has a ballista attached to the ship's bow
- Ballista can be loaded with piercing or siege projectiles to take down players or destroy other ships/buildings
- After loading and drawing the ballista, press "E" to "enter" the aiming & firing mode
- There are 2 cannon bases on each ship that let players construct Carronades on it
- Firstly, players need to craft cannon parts using furnaces (level 2) or find them in the pirate's ship wrecks
- Cannonballs can be crafted or bought from the pirate merchant (10 for 100gold or 1 for 20steel)
- With cannon parts in the inventory, players can construct cannons by pressing "E" on cannon bases
- Before "entering" the aiming mode, cannon needs to be loaded (E)
- Every cannon can move 20degrees up-down and 40degrees left-right
- Every not moored ship is vulnerable to trebuchets, siege ballista projectiles and cannons
- The shot in the ship's board segment produces minor or major damage (dependent on the projectile strength)
- Every major damage to the board segment produces a big water spout
- Every big water spout produces minor water spouts every 10sec
- The ship sinks when there are 6 or more minor water spouts
- Players can repair both big and small water spouts with the use of their wood from inventories
- It's best to start with the major water spout so it won't produce the small ones
- Just like the previous rafts, ships can be burnt by torches
- Every torch thrown on the deck produces a 'major source of ignition'
- Every major source of ignition produces smaller fire every 10sec
- Just like water spouts, 6 small fires destroy the ship
- In order to prevent ship from getting burnt, players need to get the water basket from the barrel standing on the deck and pour water on each fire source
- It's best to start with the major source of ignition so it won't produce the small ones
Upcoming features and ideas to consider
- Clan sails, clan flags or other kinds of marking the ship so that everyone knows who's sailing
- Battering ram on the ship's bow to destroy other ships
- Let us know what else would you like to do with your ship!
- Light source on the boat
- Storage space on boats
- Improved animations involving water particles, sails and ropes wind simulations
- More stages of sails animations - taking in sails, no-wind sails, better colliding with masts
- Better textures for elements made of steel and the barrel to put out fires
- Better Level of Detail maintenance and optimization
- New and more variety of sounds
- Adjusted Steel island's caves to be accessible with the new ship
- New starting weapon (piece of ship's wheel) for easier rock and wood gathering
- Fixed Level of Detail for Builder's desk allowing players to see through walls on long distances
- Fixed ceiling that couldn't be fixed in certain situations
- Fixed ladders that could permanently rotate players' characters in certain situations
- Fixed bandage sounds that could be heard from very long distances
- Fixed Crouching and Run key bindings that didn't work from the main menu
- Fixed missing texts for reduced costs of planting seeds
- Bullets costs reduced to 100gold for 20pcs
- Marked new AU servers from the new datacenter as official
- Fixed rain (including rewriting and optimizing)
- The book menu (inventory, character, map etc.) is now available also when flying the glider
- Important event messages are moved to the top of the screen
Hi guys! We would like to thank you all for testing our latest patch and for all the feedback that we received! Here's the list of fixes and improvements that we were able to implement in the past 5 days:
Hi guys! We've just released the new patch that needs your testing and feedback as always:) The full list of changes and fixes will be available soon. Now we would like to announce two of this version's main features:
Reworked Skills and Achievements!
From now on, you've 8 classes to develop by doing certain jobs, and 3 skills in each of them to level up with the skill points. Let us know what you think of the balance and time needed to get higher levels and what else could be improved there (like requirements to unlock certain skills and classes).
Shipwreck events!
The second (after pirate bases) recurrent event on the islands is here! Today in the test version to check if everything works fine and is ready to become of the common gameplay events by the end of the week. Long story short, whenever there's a storm, there's also a chance for a pirate ship to crash into coastal rocks. It usually means death for the crew, but also one of the best places to go for the rest of survivors. Leave your equipment at home, empty the inventory and check what the other guys left for you! Right now, the event starts when it is announced on your HUD and the place of the newly crashed ships is visible on your map [M]. Changelog: - Fixed pirate hats and helmet issues causing heads to pop out - Fixed and updated UI: tooltip shows shield's stats now - Fixed and updated UI: tools show bonuses - Pirates don't attack respawning players and let them live for a moment - Fixed AI issues on servers hosted by Nitrado - Fixed issues causing players to stuck inside merchants' ships - Decreased armor's speed reduction by 20% (pirate's armor by 40%) - Improved swimming, players can dive using mouse (A and D or C and SPACE still work) - Updated mines on Steel island - should spawn more ores along cave river, reachable from boats - The new version of translations
Here it is! The first patch of the upcoming Anniversary Update! For more info of the summer roadmap please see the previous announcement, today's changes are listed below:
Pirate Camps - beta version
First iteration of Pirate Camps brings up 8 coastal bases where pirate groups can settle. All the locations are designed inside forest or desert ruins (a new biom) to provide protection against long distance weapons. These regions will be populated with another portion of flora and fauna objects in the next patches. Similar works will be done to mountain slopes that are unreachable right now.
In development: We also want to use such camps to populate ocean areas and make it worth for players to sail and search for 'lootable' pirates.
Pirate NPCs
Speaking of pirates, there are currently dozen of them and they are potentially able to develop different skills in the future. All of them will be based on behavior trees. Right now we've got melee fighters who draw weapons when player is close enough, chase him if necessary, search the area when player escapes, go back to protect treasure when out of combat or simply take a pistol and shoot on sight.
The islands are divided between areas that are possible to reach by different kind of enemies. Some of them can enter multiple sectors, some of them just one (like crocodiles). All of the mechanics together with plain code and behavior trees are rather complicated but it's already there working and waiting for further development:)
In development: Apart of coastal and island camps, we will be working on pirate boats patrolling the oceans and engaging into a fight when they find something worth stealing, e.q. player's belongings.
Treasure Chests
Also treasure chests are taken into account when it comes to further development. In the 0.29patch, we divided chests into 3 levels. The first one are simple wooden crates that can be found mostly in the ruin areas. Loot is unprotected and random. The second treasure level are chests to be found on wrecked boats on the beach. They usually roll better loot than the first ones and have a chance to drop gold coins and a map that shows a place of the level 2 treasure. The next level of chests are those in the old ruins, under heavy pirate protection. They drop the highest level gear, as well as gatherable materials like steel and obsidian. In development: Another level of chests and treasures. These will be able to find after the storm on rocky coasts, just next to the newly wrecked ships. This kind of 'event' will be announced to all the players and start a potential race for the best loot.
Other fixes and changes: - New model for destroyed treasure chests including fracture and destroy physics. - Destroyed treasures drop bags inside the chest now. Loot is random and divided into levels. - Smoother rotation for boats - Active shield blocking against bots (both animals and pirates). Player has chance to block certain amount of damage when fighting vs bots, based on shield level - Fixed building components' damaged models having wrong assigned materials - Quest notification on HUD informing about currently running quest/tutorial (will be improved in the next patches) - Fixed item costs not displayed in certain conditions
Hi guys,
it's been two busy years since we made our debut on Steam Early Access. Those who are with us from the very beginning probably have realized that it's definitely not the same game as when we started;) Tons of things have changed and Out of Reach evolved significantly.
To celebrate the anniversary we would like to share with you some insights into the changes coming with the new patch as well as a couple of screenshots worth thousand words ;) Firstly, here comes the list of the new features:
Accessible high mountain slopes
Thanks to the additional fixes and changes to the overall optimization, we are now able to add missing structure, flora and fauna to the mountains along the rivers. We want to make it worth visiting from time to time also by adding them to the list of possible loot spawn points. You can see the previously 'empty' slopes in the pictures above.
Much more resource spawn areas and loot-crates
In order to focus on building, exploring and dealing with other players and NPCs, we want to make gathering a bit faster than it is now. Also new areas, even on the main island require some desirable rewards for visiting, that's why from now on gathering stones, flax and other base resources should be easier and not distracting. Everyone will also have a chance to find old pirate crates that have random resources inside and a chance for additional higher level piece of armor or weapon.
Wrecks and underwater treasures
As another type of Point Of Interest, we will be introducing events connected with storm and raining weather. There will be always a small chance for random pirate ships to crash into searocks nearby, which will in most cases give the opportunity for a decent treasure hunt and make sea journeys and diving much more exciting.
New boats
Although our original, Da Vinci style steam boats seemed good one year ago, we will now try with something easier to sail and less damaging the E key on players' keyboards: a regular boat with sails, rudder, balistae and optional cannons. If that works out well, we will add a couple of damage levels, possibility to sink and additional models to choose from or win by taking control of abandoned harbors.
NPCs!
This is a feature that we've been working on for several months now and are eager to develop together with community for a few next. For starters, we will be introducing non-friendly pirates to occupy small bays. In most cases players will have to let them stay alone, but the biggest daredevils may consider checking what's inside those pirates' crates. Next thing to come will be most probably sailing pirates that will try to interrupt anyone who seems to own something valuable.
Reworked Skills, achievements and rewards
We're going to introduce a bunch of new rules to the leveling system" - For every achievement to get (Builder, Logger, Miner, Gatherer etc.) there are 3 passive skills to obtain - Each level of the passive skill cost skill points - Players get possibility to develop their character the way they want and need Example: 1. Player gets Experience in 'Hunter' achievement when killing animals 2. Certain amount of Experience gives the next level in this Achievement and a skill point to spend 3. Skill points obtained from hunting can be distributed among:
- % melee damage vs animals
- % ranged damage vs animals
- % chance for additional resources from animals
- Fixed lootbags not colliding with boats in certain situations (e.g. death of player)
- Fixed player spawn position when logged-in on a boat
- Fixed cliff on the main island not colliding with players properly
- Fixed iron cave river-bottom not colliding with players and other drowning objects properly
- Optimized sound containers to half the amount of sound sources on bigger servers, including boats, furnaces, ballistae, doors
- Add missing sounds when maintaining storage
- Treasure chests drop lootbags now instead of placing items directly into the player's inventory
- Fixed ballista not reloading properly
- Fixed server crash when player tries to enter a boat while it's being destroyed by fire
Hi guys! We would like to thank you all for testing our latest patch and all the feedback that we received! Here's the list of fixes and improvements that we were able to implement in the past 7 days:
- Fixed steam boats that couldn't be upgraded in the Creative mode
- Fixed boats' collisions with invisible objects in the Local server mode
- Fixed missing animals' and shields' sounds
- Fixed ocean volume slider
- Fixed torch and human sounds that have been played for both FPP and TPP view at once
- Fixed missing blood decals on TPP characters
- Fixed missing female hands model in FPP view
- Fixed torch being stuck in characters' hands
- Fixed swim animations causing player's character to be always under the surface
- Fixed wrong rain and weather initialization in certain situations
- Fixed missing inventory icons for Leather pants L1
- Fixed server instability issue (Moll server)
- Updated localization text files based on the Crowdin Project
- Increased amount of pistol bullets available to buy for 100 gold (from 5 to 10)
- Increased 'Area Control' competition award to 1000 gold coins divided between all the clan leaders
New character models and animations
- Recreated players' characters to support new gear, armor sets, female gender and different AI driven NPCs that are scheduled for the upcoming updates
- Remodelled male bronze sets for better visual experience
- Added custom female sets (leather + bone, bronze, steel, pirate)
- Female model includes face, skin and hair customization
- Male starting gear will be remodelled by the next update to better fit the new pirate theme
- Removed old 'Harness' item as a first level of bronze and bone armors
- Added missing 'Bronze helmet II' and 'Bronze helmet III' items
New sets of animations - recreated old ones and added new ones, among others:
- Hit, smash and slash animations for better 1v1 duels
- Interrupt anims when weapon hits the target
- Impact anims when targeted character or a shield receives damage
- Different walk, run, strafe and crouch anims that required custom slash animations for every kind of weapon but give better visual experience during duels
- Added reworked move animations including diagonal directions for walk and run
- Layer-based character animator to make adding more animations possible
- From now on, it's possible for every action to affect multiple parts of the character's body as well as be affected by engine's so called Inverted Kinematics so that the future additional animations are '2017 ready'
Decal blood system - stage 1
- Remade blood sprays when slashing opponents
- Added prototype blood stains on body, clothes and parts of environment
- Works on these damage effects will continue also in the next updates
Flintlock pistol
- Added flintlock, pirate-style pistol available to buy from merchants on pirate ships
- Pistol requires gunpowder to shoot, has long loading times but high range and damage
- Prepared other ways of obtaining guns or ammunition for the next update: random ship wrecks and NPC camps
- Including: human fighting sounds, better range weapon sounds, gun sounds, battle stance music
- Added storm and rain ambient sounds to the volume bars in the sounds options
- Refactored sounds' code, added engine's mixer features and prepared backend for sound improvements in the next updates
- Added an in-game option menu for local servers to customize server rules and modes
- Added option to switch on/off the 'Area Control' mode from the web console and in-game Escape menu
- Added option to wipe server data from the web console and in-game Escape menu
- Fixed hunger and stamina not being stored on player disconnection, in the 'Local server' mode
- Added Creative mode - which makes it possible to build and craft w/o resources
- Fixed local servers that could be started only from the 'Servers list' menu
- Buildings' decay system for 'Local servers' is now disabled by default
- Added gold coins as a reward for a clan that won the weeklong territory claiming event
- Added mouse scroll between TPP and FPP view
- Improved zoom dynamic and aiming effects when using range weapons with RMB
- Added TPP spawn camera as a default option and shortened respawn animation
- Players with AMD graphic cards having artifacts on water surface can now use 'Water Reflections' option without any problems
- Possibility to rotate and zoom in/out in the customization window by mouse
- Fixed perspective view issues in the character's customization scene
Hi guys!
Just to keep you updated, we want to post an announcement and let you know what's coming in March to the world of Out of Reach and why it takes some time:)
As usually, we've made a lot of backend work, including in-game local server settings and the first part of the 'Creative mode' for those who want to play alone as a rich pirate-builder.
For the rest of you, we are still working on Ms Pirate, that's how she looks now:
Since we need to make all the modelling and rigging for her, we've also decided to remake all the animations and placeholder-armors for a man. Here is how he moves now in the new bronze armor:
Improved hitboxes from the previous updates, reworked block with shield positioning and possibility to swing swords from all the sides with different animations should greatly improve melee combat. If it's not your thing though, the shipwreck-searching feature should be coming soon to let you find one of these:
Last but not least, for close and long-range combat experience, we will be adding 'impact' animations to make fighting more realistic as well as wounds:
Works on all these features are pretty advanced so you can expect the new 0.28 patch and the full changelog soon!
Thank you all for sharing your feedback on the new Area Control mode! Here's the first patch to improve the experience in the new UI windows: Area Control / Claim territory hotfixes:
- Fixed incorrect scaling of territory area flags in the UI territory map
- Fixed wrong positioning of territory area flags
- Fixed incorrect algorithm of the Area Control week summary
- Fixed up/down arrows in the clan ranking UI pages not displaying correctly
- Fixed tooltips visibility issues on the territory map
- Fixed territory map FoW hiding flag icons partially
- Fixed javelin UI items causing weapon slots to break in certain situations
Area Control aka Territory Claiming
The new Area Control mode is live on the official Standard and PvP servers! For more about it go ahead and read the previous announcement: http://steamcommunity.com/games/327090/announcements/detail/579113052937165570
Gathering bonus
New features involved in the Area Control mode coming to Standard and PvP servers require a new season to start along with it. What it means is that constructions and bases built by players on these particular servers will have to be vanished. However, in order to jump-start a new journey for everyone we would like to announce a Gathering Bonus to every resource available on the islands. Together with weapons and tools that remained in every character's inventory and possibility to get additional 25-50% bonus from conquered flags, we hope that everybody will get a smooth beginning of the new inter-clan competitions.
Other fixes:
Translations
If you wish to help us translate text lines of the new mode and other features into your native language or you just found a bug in translations, come and join our project in Crowdin and help to make Out of Reach available for broader audience!
The long-awaited patch has reached its final tests and will be out this Monday! Along with usual fixes, we will be finally releasing a new game mode to spice up the gameplay. That's what you can expect to arrive to the official Standard and PvP servers later today:
Territory Claiming in a nutshell,
- all the players from Standard and PvP servers will be able to find one of the 12 flag masts while cruising through the archipelago.
- Every flag mast is dedicated to one territory.
- By claiming it, player's clan gets bonuses to gathering and starts to collect flag points that consolidate its power on the territory as well as help win a week-long round.
- After each round, clan that gathered the most points gets a new rank and will be honoured in the clan ranking.
In details, first of all you will need a clan. You can be invited by a clan master or make your own by building a base with the Builder's desk. Next step is to claim your land by hanging a flag on the mast. There are 12 flag masts on the islands, each for every region - the more you conquer, the more points you get. If you happen to find a free mast, all you need to do is click "Claim territory" button to hang a flag and enjoy becoming the Ruler with bonuses to gathering. If the land is taken, you can still claim it by becoming the Conqueror. This way you will get 1 point per minute and make every other clan lose a point. Beware of other clans. Whenever a members of another clan claims a territory that you fight for, you will start losing points and chance to become the Ruler. Clan loses points also when a member dies (30pts in each territory) or clan's Builder’s Desk gets damaged (0.25 per building component in each territory). This way trying to take over a protected flag or running a big base becomes a challenge.
Clan ranks
By the end of a week, when the round ends, a clan that gathered the most points becomes the Ruler of the week and gets a new rank on its clan flag under the emblem. All the points and progress reset as well, clans can start the competition over.
New UI: Territories
- Accessible from a standard "book" UI (tab under the map)
- Shows a counter till the end of a round
- Has a list of all the territories to claim and their current status
- Each territory can be clicked to show the details
New UI: Territory details
- Contains the same information as the UI on the flag mast mentioned above (Flag window)
- Shows who rules the land, how many points has gathered and what bonuses acquired
- Shows who tries to conquer the territory
- Lists out all the other clans that wanted to rule this land
New UI: Clan ranking
- Accessible from the 'Territories' window
- Shows a counter till the end of a round
- Shows current clan ranking with gathered points and a clan that won the last round
New UI: Territory map
- Accessible from a standard "book" UI - map tab
- Shows a counter till the end of a round
- Divides the known (uncovered) map into territories
- Territories get the color of the current ruler's flag
- Flag icons indicate the place of the flag masts as well as emblems of the current ruler and conqueror
New features require lots of text to read and not everybody speaks English. If you wish to help us translate Out of Reach into your native language, we would be happy to invite you to join our translation project on Crowdin: https://crowdin.com/project/out-of-reach Thank you for your support and reaching the end of this too long announcement, Space Boat Studios team
Reworked melee fights mechanic
- Legacy collision system has been turned off, the whole logic behind it is now on standby and will be triggered when all of the other features won't do the job
- Players' weapon fires sphere of raycasts when it's used to deal damage in order to find exact point of collision with another player
- Impact particles show up in an exact place where they should be
- New set of body colliders prevents players from inserting their heads or arms inside other players
- Due to above mentioned changes player bumping and other kinds of moving somebody upwards with a head or a shield is disabled
- Melee fighters can stand now not closer than 50cm from each other so hugging is no more allowed but fights will look much better
New quests
- 9 more (and 10th to come) 'advanced' quests in the Survival guide
- 9 more (each for every quest) Steam achievement to unlock
- New quest or sub-quest will be completed automatically if its task was finished before the quest started - it's now possible to complete quests in different order
- Quests can be clicked to see what were they about and how to do these tasks again
Reworked item management
- Added arrow and projectile statistics to the Book UI tooltip
- Pirate's set, bronze pickaxes and steel items are available to repair now
- Item durability starts to decrease when player hits building element, furniture or ballista
- Added durability to shields (can be destroyed by other weapons now)
- Added visualization of weapons and shields being destroyed
- Armor stats as well as weapon damage depends on quality/durability level of the item, which means:
- The item has its starting stats described by Damage and Durability
- The item lowers its Durability when player uses it to fight, gather etc.
- From now on, the Damage stat will also get lower along with lowered Durability
- Damage stat can drop up to 50% of its previous value
Fixes and changes
- Rewritten loading screen (and new backgrounds - work in progress)
- Improved anti-speedhack to better skip false positives
- Clan members' permissions are now editable to prevent rare organisation issues
- Pirate merchant sells smaller amounts of wood and stone for a lower price (100pcs instead of 1000)
- Fixed arrows passing through bronze window shutters
- Fixed wrong building snapping when trying to place a boat on deep ocean
- Fixed verification of integrity of the game cache (using Steam) which could cause deleting game progress on local servers
- Fixed sound of burning buildings (now ends when building gets finally destroyed)
- Fixed changing game resolution to affect loading screen as well
- Fixed Torch holders' fracture materials
Optimized:
- Boat floating to increase FPS on the most urbanized servers
- Biom detection to reduce CPU usage
- Other players' steps sounds to reduce CPU usage
- Input keys handling
- 6th sense to increase overall performance on low-end specs
- rendering when more than 30 000 building components are in the visibility range (Leonarchia server issue)
- Press X to toggle automatic running
- Press W, S or again X to disable auto-run
- Hover on an item in your inventory to see repair costs
- Press G to repair while standing next to your Smithy table
- Costs are reduced according to player's Crafting level
- In the next patch: damage level affects weapon and armor stats
Hi! Today we've got a pack of fixes and previously promised 6th sense in beta version. We still want to tweak and change the way it looks so your comments are awaited.:)
-
Quick drop from inventory
- drag icon outside the UI window to drop it on the ground
-
Pirate's 6th sense - Beta
- Press Alt to activate
- Sense makes 'gatherable' objects glow
- Visual effects will be tweaked in the final version
- View distance will extend along with certain skills in the final version
-
Fixes
- Fixed item stats tooltip not working in wooden chests
- Fixed bonfire not extinguishing when raining
- Fixed player's nick label not disappearing in certain situations
- Fixed missing new fire particles for Wooden platform component
- Reduced loading times to servers with big amount of building components
-
Ocean and rivers
- Overall scripts and stability update
- Changed the way water reflection switches on/off in certain situations (like caves)
- Water options in the Graphic settings are now disabled. We need a pure version of oceans to test it better and get rid of shader glitches that cause pink water on some specs. If your water is pink, please send us details of your machine found in Dxdiag and an output_log.txt file to support@spaceboatstudios.com
How to find Dxdiag:
- Start > Run... > dxdiag
- Click Save All Information.
- Open DxDiag.txt found at the location you chose to save it.
- Copy all the contents {CTRL+A then CTRL+C}
- paste the contents to http://pastebin.com
- Include the link to that paste in your mail.
How to find output_log.txt
In most cases you can find it there:
C:Program Files (x86)SteamsteamappscommonOut of ReachOutOfReach_Data
Otherwise:
- Go to Library in the Steam client
- Right click on Out of Reach
- Choose Properties -> Local files -> Browse local files...
- Go to OutOfReach_Data file folder
Hi guys, today we want to share with you our main roadmap for the upcoming patches. Let us know if you have any additional ideas for that, especially regarding the last point, thanks! Current Top 5 biggest add-ons requested by players that will come along with the next patches:
Island claiming!
When you really want to settle down and a big base is not enough, you may want to claim the island as yours. Look for abandoned fortifications and use it's masts to stick your clan's flag on top. The longer you own the spot, the longer it will take to depose you.
Old stronghold Of course, owning certain areas means bonuses for every clan member, for instance faster gathering.
Female pirates!
Start over or just re-customize your character - this time as Miss Pirate. Use the creator to choose skin color, hair style, age and every single detail of the face.
Customization window
Improved 6th sense!
As a proper pirate you should be able to smell goods and treasures from a long distance.. or at least know where to find basic resources to survive. The 6th sense mode together with compass will let you do that to improve gameplay's dynamics.
6th sense turned on/off
Gunpowder!
Since the pirate traders found out where your archipelago is, they won't stop on selling clothes and resources. Gunsmith is on his way to equip you with new kinds of long range weapon. Nonetheless, as you can see in the pic below, we still want to keep the gameplay balance and stick to the single-shot, flintlock pistols.
Pistols and cannons Although handguns are meant to serve the way bows and crossbows do, the medieval cannon will surely be too heavy to carry, that's why you can expect new means of transportation in the near future!;)
Battle mode
(Experimental) Here we need a brainstorm and your thoughts about it. Battle mode is dedicated for those who like fast-paced deathmatches. Right now we've got some sketches that can be framed in a few points:
- 1. All the players start together in gliders during storm (some kind of an escape from sinking ships)
- 2. There's a special island to land on
- 3. The flood or tectonic events make the island sink slowly (and the level of surrounding water rises)
- 4. Players need to search old pirate villages and shipwrecks to equip themselves, build shelters and fight to be the one who survives the longest
- Trees have now their own Chop Points instead of Wood Amount which means the better your tool to harvest the more wood you get. In previous versions better tools only caused faster tree chopping. - Fixed abuse to place Chests and Beds inside cliffs - Fixed bug that allowed players to place Foundations over Foundations - Fixed possibility to build Builders Desk inside Cliffs - Fixed building Diagonal Walls between Diagonal Poles - Fixed building Diagonal Poles next to straight Wooden Walls - Added Jaw Size to character customization * Every player will be able to re-customize his character because of this improvement * The code and UI is ready for a female character but we need to wait for her to the next update. The same for hair shaders fix - Updated ingame tips along with welcome tip and information how to close it - Added 'Reset key bindings' confirmation question pop-up - Fixed 'Local server' button tooltip not disappearing - Updated crafting UI: Click on required component that is needed for crafting to go to its crafting page - Fixed impossibility to destroy upgraded buildings with ballista siege projectiles - Fixed rare case when Local server data corruption made it unable to start - Further improvements of boat destruction
Hi guys! This week we want to present you with a bunch of features that will improve your everyday life on the islands as well as fix issues that came up in the discussion section recently. Let's start with a new way to spend your precious gold coins!
Pirate merchant:
- appears in a ship between islands every few hours
- is visible on UI text notification and the map (M)
- players can swim to the ship when it has rolled up sails and climb the ladder
- trade your gold coins for goods and armors
- right now one pirate is available on the deck and ready to trade
- other pirates with different kind of weapons will join in the next updates
New model for glider
- better looking and optimized "pirate glider"
- Tip for newcomers: Craft glider parts and build glider launcher to take off. Press RMB to aim and LMB to throw a rock
Server modes and connection
- Option to start a local server from the game client (a.k.a 'Single player')! The long awaited option is finally there. If you feel like gathering and building on your own you can click the Local server button in the main menu and let Out of Reach establish a new game just for you and friends from your local network.
- Dedicated server in form of Steam Tools Here's a much more convenient way to host a server that is visible to everyone! If you didn't like the way it worked last time and don't want to install third party programs, try our dedicated server directly from Steam Tools tab! More info: OoR-Dedicated server
- Added main menu servers filter: 'Without password'
- Default servers sorting is from now by players count
- Added pop-up tip when joining private, non official servers
- The number of active official servers has been carefully checked and will be adjusted soon
Burning and destroying
- Fire particles update (bonfire, torches)
- Base burning updated - new flames and fire propagation, optimized burning times
- The boat breaks into pieces when burnt or rammed by pirate ship
- Increased bow range and arrow speed by 30%
- Fixed impossibility to destroy boats using siege weapons when player stands on a boat
- Fixed server stability issues after burning boats with players on them
Others
- Fixed building of diagonal walls next to standard walls on triangle foundations
- Fixed map zooming when scrolling
- Fixed option to rebind keys for building panel (F5)
- New options in the Upgrade Panel (F6): Upgrade stone foundation to Vulcanite, upgrade stone walls to bronze walls, upgrade bronze walls to Vulcanite ones
- Fixed underwater audio reverb effect (TPP camera)
- Fixed white square glitch on gliders (cursor should not be visible anymore)
Hi! This week we keep continue to increase stability, platform support and average FPS on all the servers including the most populated ones with tens of thousands building components. Although big clean ups, engine migration and rewritings may not be seen at the first sight, they are essential for keeping regular updates in the next months. Here's the complete list of v0.21.0 changes:
- 2x faster ladder climbing
- Added missing information about armor piercing of javelins in tooltips
- 'Visited servers' filter in main menu - shows servers that were played during last month, latest servers first
- 'Favorites' filter in main menu. Click stars next to server names to add them to the list of Favorite servers.
- Increased boulder thrower trap base damage
- Decreased stone axe and spear rope costs to 1 linen rope
- Unity engine upgrade to 5.4.x. involving lightening changes, better support for low end machines, dozens of backend improvements
- New mine ores textures to increase ore visibility
- New building component: Noticeboard - attach it to wall or big poles to write a message for other castaways
- Option to repair damaged building components, default key: G
- Updated and optimized textures and meshes of destroyed wood and bronze building components
- Animals won't attack ghost/not-existing players any more
- Additional HUD tips - icons and repair costs next to the crosshair + description of keyboard keys needed for certain actions
- Fixed mouse sensitivity issues
- Lava damage works also when player crouches
- Fixed regression: No information that doors are indestructible when attacking with wrong type of weapon
- Added HUD info about repair costs reductions
- No more need to hit building components "from top swing" to destroy them (due to previously added HP)
- Increased bronze and steel doors durability
- Fixed lack of sounds and particle effects on volcanic building elements
Hi guys! This week's patch contains lots of performance-oriented improvements that we need to test before the final release of 0.20 version. All the changes that will be visible from players' point of view are listed below, if you want to help us check how everything works together, please follow these steps:
1. Right click on Out of Reach in your Steam Library
2. Choose Properties
3. Choose BETA tab
4. Choose "0.20.0-beta", accept and restart Steam if needed
5. Wait for the game to download and hit play
What's to test:
- New wooden and bronze building tier
- New optimised models produce up to 50% less Drawcalls on Level of Detail 0 which should result in better overall performance
- New, merged textures will be easier to process and adjust
- All building elements as well as boats, trebuchets and ballistae have Durability stat now (removed dice roll when attacking building elements)
- Durability for building elements depend on origin of its raw material (wood is the weakest, volcanic the strongest)
- Most building elements have their own damage visual presentation (usually 3 damage dependent levels)
- Trebuchet can destroy boats (with 5 hits / 8 hits for steam boat)
- Standard ballista projectile can damage boat, balista and trebuchet (~1/7 damage comparing to siege projectile)
- Added missing building elements:
- Volcanic triangle foundation
- Volcanic jamb
- Game launcher (splash screen) removal, key bindings available in-game
- New graphic settings for Water
- Particles update
- Update projectile particles/visual effects
- Update weapon particles/visual effects
- New and optimized destruction of the volcanic tier buildings
- New optimized destruction will be also applied to every other building element in the upcoming patch
- Tooltips with item statistics (currently for weapons and armors)
- Changed trebuchets and boats burning time - 4 seconds to take burning torch from them before they ignite
- Autofire for Volcanite rocks (hold LMB to gather)
- Bags detection by sense (press ALT to look for gatherable items)
- Fix for server parameter 'gathering multiplier' that didn't work for obsidian
- Fix for problems with whisper to players that had ' ' character in their nick
- Fix for lava damage in specific situations
- Fix for rare issue with infinite loading screen
- Fix for ghost sessions causing server instability
Trello From now on, apart of the Steam discussions, we will use Trello to post features and bugs that we work on. Use this link https://trello.com/b/JHpO4cBQ/out-of-reach-short-term-roadmap to check what's coming in the next patch.
PGA trade fair If you want to meet us in person - we will be available on Poznan Game Arena! Look for our stand in the Indie zone during the whole weekend from 21 - 23 October.
Armor piercing as a new stat
- Visible in the character/inventory tab ( I ) next to damage stats
- Means that in most cases e.g. blunt weapons will inflict more damage on armored enemies and less on naked survivors
- This way players should equip proper gear against each enemy
- Fixed missing sound of volcanite gathering
- Trees give 1 additional wood per hit
- Increased chance to gather obsidian from 1% to 5%
- Antycheat for rare issue of invisible players (server will freeze such players until relog)
- Obsidian arrow inflicts proper damage
- Fixed damage presentation (in the character tab) for different types of bows
- Poison ballista projectile poisons 8m radius area for 5s (instead of 5m radius and no duration) and costs 3 poisons instead of 5
- Possibility to place piles on triangle foundations and burn them down
Hi guys! Here it is another promised update with long-awaited new items to craft and areas to explore! As always, everything from item stats, gameplay changes to graphic assets wait for your feedback and will be adjusted along with the new patches.
Changelog:
New island!
- Another big terrain to discover and explore
- New volcanic biom
- A big place to gather new kind of resources and build a hide out
- Still under construction: volcanic cave, underwater plants and satellite islands
- Wildlife and additional points of interest will be added soon
New resources
- Volcanite and Obsidian
- Hit cooled volcanic rocks to gather Volcanite and gain a small chance to gather Obsidian
- Collect resources to upgrade buildings and craft new weapons
Volcanic building components
- Wall, Diagonal wall, Window, Battlements, Diagonal battlements, Square foundation
- Volcanic components have 75% chance to withstand siege attack
- Missing elements and Level of Detail groups to increase performance will be added soon
- Volcanic elements produce half the amount of drawcalls meaning that the way they are made will be also implemented into other components soon and should increase framerate on highly urbanized servers
- Missing volcanic components will be added in the next patch together with the new ones
Obsidian items
- Axe, Mace, Javelin, Arrows
- Inflict more damage than most other weapons
- Have lowered durability (2x lower than stone) or chance to regain (when using arrows and javelins)
Sense / Recognition of resources
- Press ALT to highlight gatherable resources within small radius
- This is experimental feature which should help new players with resource gathering (please give us your feedback)
Armor durability
- Each hit received cause slight damage to the armor
- Visualization of damaged equipped items on HUD
- Random armor elements are NOT destroyed on player's death anymore
Keys / gamepad remapping
Works from the in-game Escape Menu now. Press ESC while playing and go to Controls to check or change input keys.
- Fix for problems with building panel closing when gamepad was connected
- Fix for problems with screen rotating around when gamepad was connected
Bugfixes and minor changes
- Fix for '3rd arm case'. Additional hand with weapon should not be displayed as the 3rd hand anymore
- Fix for tiger animations (run and hit)
- Fix for a case when foundations built on cliffs near water blocked caves' boat entrances
- Fix for footsteps sounds (sometimes wrong sounds were played on different surfaces)
- Fixes for build element names and descriptions (mostly in the upgrade panel)
- Bronze doors can't be destroyed with stone or bone weapon anymore
- Steel doors can be destroyed only with steel weapon (and siege) now
- Speed of run and walk has been increased by 10%
- Opening of chests on docked/moored boats is only possible by players that have rights to given building (on which mooring bollard stands)
- Increased gather time of plants on fields and inside flowerpots
- Much better terrain visualization on DirectX 9
- Optimized net transfers of animals that should highly improve latency on slower servers
Changelog 0.18.1: Feedback fixes
Thanks to your feedback which we received after the latest update, we are now able to release the following pack of fixes: - Fixes and changes * Fixed disappearing hair after death while wearing a helmet * Increased chance to destroy treasure chests * Decreased gather time from 2.5sec to 1sec * Fixed player's gear being wrongly displayed after set switching * Players that completed the last quest now have possibility to complete it once again in order to get "Fire in the hole" Steam achievement * Fix for not working achievement "Fire in the hole" * Fix for wrong distance calculation in travel achievements * Fix for raining days lightening (they are brighter now) * 66% brighter nights (let us know if it's OK or too much) * Lantern reloads and burns properly after set switching (pressing Q) * Player who enters ocean with a torch does not swim with an additional light source anymore * Underwater light depends on the day/night system - Chat: * Option to scale the chat window (Main and ingame options menu) * Joining a channel switches current channel to the new one (instead of just adding it to the channel list) * message count notification does not count player's own messages * use up arrow to repeat your last message - Ballista poison projectile: * requires poison from plants instead of bronze * Area of Effect - normal damage to the target and poison effect to the area around
Hello guys!
Today we release the first part of the upcoming series of updates and new features that we prepared for August. Here's the v0.18.0 Changelog and a little sneak peek of things that are currently under development:
Steam cards, badges and icons!
Finally! After all these months of developing, when the core features of the game are ready, we are happy to announce the first pack of 8 Steam Cards featuring some of the most memorable gameplay moment. Additionally, you will be able to collect badges, chat icons and Steam page backgrounds.
Character creator
Something that we've been working on for a long time is finally here!:) Now we give you an option to scale, move and rotate every detail of your character's face including skin color, hair and beard. Another types of mustache and haircuts will be implemented soon, let us know what more would you like to see! * Choose desired skin and hair color when joining a server for the first time * Adjust face details * All the adjustments will be stored locally and load as default when player enters customization on a new server * Keep in mind that we will keep working on textures and adding new haircuts and beards:)
New chat
This is the first iteration of the new chat, reworked to better support clans and groups. From now on you can change channels, create new ones, see who's online and easier navigate across other functionalities. Another pack of chat features will be added as soon as we receive your feedback!:) - Press T to enter chat - Use it the standard way as before or open Player and Channel list - Click on player's name to whisper - Click Commands button to see available commands - Enter or create channel using 'Join:' input line or '/join' command - Don't hesitate to write in the comments your ideas on how to improve chat - UI graphics will be improved when working on chat features finishes The Lantern Just dry facts: - Requires Bronze and Fat to craft - Gives 40% more light than torch - Uses 1 Fat to burn for an hour - Can be refilled using Right Mouse Button Ingame options From now you can adjust the graphical options and reset game tips by pressing Esc while playing. Possibility to change controls will be added with the next updates. Fixes: - Poison lasts 22.5sec instead of 15sec - Nights are 15% shorter - Bags don't disappear underground - Steel hammer crafts 2x faster (on Anvil) - Animals don't gather at one place trying to reach their own goals anymore - Fixed AI crashes in specific situations - Fixed map positioning in the book menu
Main features that we are currently working on:
All of the below will be added to the game within the next few weeks as parts of August updates.
We get a lot of feedback from players about the building system and ways to improve it. We've made a list of all the requested building components and will work on implementing them together with the new volcanic tier.
These rare items will be available only for castaways who managed to find obsidian far away from the main tropical islands. Let us know what else would you like to craft using materials from volcanic islands!
After poison arrows, it's time for poison ballista projectiles and traps. We hope that 'Area of effect' damage will add a twist to both attacking and defending of the bases.
Underwater life
The treasure hunting feature is going to expand underwater. Castaways will get a chance to find maps for level 2 treasures and look for them both on islands and deep under the ocean surface. Chances of finding rare items will also be adjusted.
The new island
The works on improving overall performance when adding new terrain to OoR head to the finish line. Also biom design, economy and brainstorm part is almost completed. What it means for players is that you can expect the new islands ready to explore soon!
Hi guys! Here's the mid week update mainly focused on the early gameplay balance. Stay tuned for the bigger ones in July and as always please report any new bugs and post them in the Steam discussion or down here, thanks!
Javelins
- First two versions: wooden and steel (the next upgrade will come together with a new, "gatherable" material in July)
- Require less effort to craft than a bow to let players hunt from the first minutes of the gameplay
- Possibility to regain thrown javelins (75%)
- Possibility to stack up to 5 javelins
- Forging on an anvil requires 2x less hits
- Another pack of 17 tips and hints to make the first steps in the world of Out of Reach easier
- Tips will pop up whenever player is about to use the game's feature for the first time
All tutorials need translations, if you'd like to help us translate, go ahead and join the Crowdin project: https://crowdin.com/project/out-of-reach We would like to include in the game's Credits everyone who translated more than 20% of the lines or filled a part of our Wiki so please let us know if you would like to be mentioned there: feedback@spaceboatstudios.com Other:
- The last used IP and port number stay in the blanks
- Fixed option to repair a ceiling that holds stairs on its frame
- Fixed the way weapon changing is triggered - please report if you happen to have "three arms" in FPP view again
Changelog 0.16.0
- New torch holders * Press E on a torch and pay 1 Fat to ignite * Upgrade torch holder into lantern using Upgrade panel [F6] and let it burn 3x longer - Tutorial * First set of in-game tips for the new players * Lots of new lines to translate :) - Upgraded swimming * Sprint in the ocean - press shift to increase your swimming speed * Lower stamina drain while swimming * Higher damage when swimming with no stamina * Possibility to use TPP camera - Underwater world - part 2 * Possibility to use UI while diving * Possibility to gain materials from crocodile corpses underwater * Reworked underwater terrain * Everything ready to start planting underwater plants, coral reef etc. - New loot in treasures * Small possibility to find pirate's armor set: Boots, Pants, Jacket, Vambraces * Underwater treasures coming soon! - Admin tools * All players are now visible on the map - Main menu * Option to enter custom IP address when choosing a server Fixes: * Fixed salvage of upgraded building components * Fixed missing salvage for a tripwire and glider launcher * Trap defuse gives 1 flax rope back * Autofire available when forging on an anvil (hold LMB) * Upgraded anvil's hit boxes and raycasts * Fixed game freeze when glider launcher gets destroyed while launching the glider * Reworked fall damage - now grows exponentially * Fixed wrong quick slots positioning on different resolutions * Fixed game freeze when player uses /killme command while respawning * Fixed torch holder's colliders * Fixed disappearing arrows icon when trying to merge 2 different arrow types * Using the Use key 'E' is now disabled when Upgrade panel 'F6' is opened (could lead to unwanted resource loss) * Fixed trebuchet initialization (0.15.0 regression) * Grass and bushes disappear properly when placing trebuchets on them * Fixed player count in certain places of the main menu * Fixed textures of the cut trees * Fixed 'Detail distance' option in the main menu * Fixed cave entrances visible from very long distances * Fixed animals' animation freezes * Fixed damage from animals when player still tries to log in * Fixed damage from animals while respawning * Fixed not always working weapon sets [Q] Due to game engine updates: if you had to use the "0.15.0-5-crash-workaround" branch to run Out of Reach on your computer, please change it to "crash-workaround"
Finally the Beta tests of the new patch have ended! We've taken our time and managed to fix all of the issues you could have experienced on the Out of Reach Alpha-1 test server. The new features should also work properly on the older, low-end configurations including DirectX9 and previous versions of OpenGL. As always, please let us know if you find any new issues that can be fixed along with the next patch.
Here is what we've prepared for the new version:
Changelog 0.15.0:
- New models of the starting weapons
- Chipped stone
- Stone axe
- New, reworked AI for animals Animals:
- have greatly improved pathfinding
- can go everywhere they want if it's not too steep
- avoid rocks, cliffs, narrow passages, buildings, other animals etc.
- keep distance from newly respawned players
- stop to chase when players get out of their territory
- keep distance from predators (doesn't apply to other carnivores)
- run away from players if they can't win the fight (e.g. from shooting bowmen on towers)
- can see and smell players (smell works on smaller distances but also behind animals)
- will try to scare off players that they see or smell before attacking
- can stop chasing after 15sec (if they can't catch a player)
- return to use the old AI system when server crashes or doesn't work properly
- are very susceptible to improvements, new features like a fear of fire should come together with the new patches
- Heads-Up Display: Different design, same functionality
- User Interface: Achievements and skills window moved to the 'book menu'
- New ocean
- Reworked shaders and the whole new way the water is being rendered
- Ocean finally reflects the Moon
- Possibility to dive (use C and SPACE or A and D keys) What we are going to work on:
- Better shoreline
- Underwater life
- Underwater features like hunting, treasure finding
- Improved physics
- Trebuchet's counterweight issues
- Fixed duplicated trees and bushes on the same position
- Change the way light affects environment (many minor changes to ambient light, shadows, occlusion etc.)
- Fixed issues with respawn animation
- Fixed icon issues when splitting and dragging items
- Increased swimming speed by 30%
- Menu option to turn on/off terrain reflections on water
- Better animation of boulders thrown from gliders
- Fixed grass that wouldn't cut when placing foundations on it
- Fixed flying cliff on the main island
- Engine update to Unity 5.3.5
- New forests
* reworked and remapped old trees
* several new trees
* new shader and textures
* wind effect on almost all vegetation (can be turned off in options)
You may experience less FPS due to more advanced tree system, the new effects can be turned off by changing the main graphic options (Fastest/Fast/Simple/Good etc.) as well as main menu (in-game) options.
- New items
* Crossbow
- requires Crossbow Parts and Steel Bolts from the furnace, can be assembled on the Smithy
- Left mouse click to load, second click to fire
- Right mouse click to aim
Right now crossbow fires with doubled initial speed (in comparison to the Bone bow) which means long-range and precise shots. Let us know what do you think about the crossbow, is it good enough or requires upgrades?
* Steel pickaxe
- better durability and damage
- additional bonus to gathering
- New animals
* replaced, reskinned and reanimated crocodile, hippo, rhino and zebra
* one new animal: Elephant
New African animals are still waiting to be a part of OoR world, just like the new AI which is still under acceptance tests and will be released as soon as possible.
- Bugfixes
* Quickslots don't interfere with a workshop window
* Quickslots can't be used while swimming or flying
* Fixed cursor and dragged item freeze when changing UI tabs
* Fixed character rotation issues in TPP mode
* Fixed possibility to regain more than 2 Glider parts when landing
* Autofire (hold LMB) works also on dead animals
* Easier gathering from carcasses with a short weapon
* Better placement of dropped bags
* Fixed disappearing arrows when trying to equip them together with a melee weapon
* Blocked possibility to claim a building with a builder's desk in a specific places inside caves
* Blocked possibility to place a chest under builder's desk
* Blocked possibility to place a builder's desk or a bed inside rocks
Players automatically flagged by the Anticheat will get frozen for a minute and a notification will be sent to all the other players on a server. Please let us know of any false positive notifications. When the upgraded anticheat system is ready we will change 1 minute freeze to kick and/or ban. Please don't hesitate to email us when you see someone cheating - feedback@spaceboatstudios.com
- Translations
* new versions of BR, CZ, DE, DK, ES, FR, HU, IT, RO, RU
* added TR language
* if you'd like to help us translate Out of Reach, please join the project on https://crowdin.com/project/out-of-reach
Another big pack of the new content is on the way, this time it contains so much new scripts, models and improved algorithms that we need a couple more days to test everything out on Win/Lin/Mac!
Here's what you can expect by the end of a week:
- The new look of the very first weapons, a steel pickaxe to improve gathering and the long-awaited crossbow!
- Rebuilt, reworked and improved forests containing many completely new trees, new version of the old ones and improved shaders for better and optimized light. Also the wind effect will be available as an option and full LoD/Billboard support to let us create bigger and thicker forests at a low performance cost.
- In order to prepare animals for the new patches, we had to change a lot the way they work. When we were there, we've decided also to release a new iteration of the meshes and textures they are made of. It should make our animals ready for the 1.0 version release.
- Another long-awaited improvement to the game - completely new artificial intelligence for the wild life! With the new tools and gear implemented to the game, we will be able to make animals act in Out of Reach like they usually could in decent and only single-player titles.
This week we've prepared several new features to improve the 'survival' aspect of the game. Let us know what you think about them and thanks for sharing ideas on the forum, your posts help us a lot!
- Drinking water
* Rain catcher: Build using Building panel (F5) on the floor outside of your base, wait for rain to fill the tank
* Waterskin: Craft using Craft menu (F3) and fill with water from the Rain catcher
* Drink water from waterskin to regain 10 stamina
* Use water from waterskin to get antidote and mushroom soup
- Herbalism
* Gather 3 types of herbs from the main islands
* Make poison from 2 of them and craft poison arrows
* Shoot your opponent with a poison arrow to deal damage, reduce his visibility and burn 2% stamina per second for 15sec
* Brew antidote using herbs and water to recover from poison faster
* Higher levels of bandages also require herbs now
- Quick slots
* First iteration of the quick slots before the next patch with improved HUD
* Drag&drop up to 4 eatable and usable items to the quick slots
* Press [1], [2], [3], [4] to use previously assigned item
* Items to assign: Food, Soups, Water skins, Bandages, Antidote
* Quick slots don't work when using Building panel
- New items
* Bronze spear - cast the Bronze spear head in your furnace and forge it on an anvil to craft the spear
* Steel trident - requires iron, craft and use it like the bronze spear
* Bronze shield
Others:
- Fixed salvage on a stone pickaxe
- Fixed possibility to build walls by Smithy table
Final removal of the old islands
As previously announced, after 2 weeks, the remains of the old islands have been removed from all of the official servers. Nevertheless, if you happen to see some weird constructions on the ocean far to the east, please let us known. Admins of the private, unofficial servers should salvage the constructions of the old, removed islands themselves.
Warning 1: Patch 0.12.0 contains completely rebuilt main archipelago islands. If you were playing the previous versions of Out of Reach, please refer to the in-game map [M] and move to the new, western islands (travel to the left). The old island (marked black and red) will submerge into the ocean on the 3rd April 2016. Warning 2: Patch 0.12.0 contains higher quality textures, which may cause crash when loading on low-end machines. Choose "Simple", "Fast" or "Fastest" graphics quality when starting the game if you have only 4GB of RAM and slow GPU.
Changelog 0.12.0
- Map layout * Old islands are moved to the east of the ocean * New islands are placed between Volcano and Iron island - Players migration * Old islands (marked black and red) are in the no-build zone * Old islands have no more resources to gather * Salvaging buildings on the old islands gives x2 resources back * Islands marked black and red on the in-game map [M] will be removed on the 3rd of April - Main islands changes * 2 times bigger area of the main archipelago islands * Sandy beaches, accessible mountains and grassy meadows ready for the next patches containing greatly improved animal AI, herbalism features and more * Improved memory and GPU management by new Levels of Detail groups and billboards * relocation of biom areas to improve hidden surface determination and area clusters * improved textures and erosion effects for more realistic and generally improved look * different bioms for beaches, meadows and hill areas including trees and rocks * Significantly bigger cave tunnels to explore * More cave entrances from different parts of the island * Better resource management and layout * Effects: wind-ready nature (coming soon) * Effects: ambient occlusion / SSAO ready models (coming soon)
Hi guys! While we write these words, the new 0.12.0 patch is on its way to final acceptance tests and should be released before Monday, 28.03. As it involves big changes to the OoR world, we've decided to inform you in advance so that you can prepare to migrate.
The new main island
After over a year of developing Out of Reach on the well-known and well-worn island, we came to the point where it can't handle any more changes and improvements. That's why we would like to present you with a new main island, that is sculpted for our needs and designed considering your feedback.
What to expect
Ground - 2 times bigger area of the main archipelago islands - sandy beaches, accessible mountains and grassy meadows ready for the next patches containing greatly improved animal AI, herbalism features and more - improved memory and GPU management by new Levels of Detail groups and billboards - relocation of biom areas to improve hidden surface determination and area clusters - improved textures and erosion effects for more realistic and generally improved look - different bioms for beach, meadows and hill areas including trees and rocks Caves - significantly bigger tunnels to explore - more entrances from different parts of the island - better resource layout Effects - wind-ready nature (coming soon) - ambient occlusion / SSAO ready models (coming soon)
The no-wipe policy
Lack of wipes is something that become very important for us since the very beginning. We want to continue it even though the old island has to join Atlantis and submerge into the ocean. Here's the deal: - The old main islands floats to the far east of the ocean together with your belongings and characters - The old main islands are covered by the no-build zone and lose gatherable resources - All the players get one week from the release to salvage their structures and move to the new lands before the old ones vanish - All the players have possibility to make use of the Easter Gathering event, which means 200% resources gain when salvaging building components on the old main islands
Beta tests
If you want to help us test the new island, you can download the 0.12.0beta today!:) To do so: - right-click Out of Reach in your Steam library - choose Properties - choose Betas tab - select 0.12.0-beta from the drop down list - restart Steam if necessary - join Out of Reach[Alpha-1] server If the game crashes on loading screen, please reduce graphics quality to 'Simple', 'Fast' or 'Fastest' As always, we wait for your feedback in the steam discussions or email: feedback@spaceboatstudios.com
Changelog 0.11.3:
- New tiger model and animation - Ability to pick up ballista projectiles * only while having permissions to open containers - Increase of wood and stone gathering distance - Ability to edit clan emblem - Ability to change Builder’s Desk decay time on private servers - Ability to change day and night duration on private servers - Fixed: hitting Q + E while being on the ladder, glider, ballista gave ability to equip weapon / shield and use them - Fixed: Removal of treasure marker for players that did not pick up the treasure itself
Changelog 0.11.2:
Private servers: - New admin commands on private servers (please check Wiki for additional info) - Game rules on private servers. Admins can write rules using web console, players can read server rules by typing /rules in the chat window - Fixed weapon set changing in the spectator mode - Blocked possibility to enter spectator mode when flying the glider NEW! radial UI for Ballista ammo and Field/Flowerpot seeds chooser * Hold E when loading ballista or sowing * Move mouse to choose an option * Release E NEW! Maps in the chests * Find a wreckage with a treasure map * Read it to put a landmark on your personal map * Look for a treasure chests NEW! Event notifications - Text lines showing game events. In this version: joining/leaving server, kills, treasure hunting Other: - Trebuchet: 50% faster loading time - Optimized destroy animation for Smithy - Added destroy animation for wooden poles and triangle ceiling/roof frames - Increased maximal distance to grab a ballista (now possible from the TPP view) - Level up notification
Changelog 0.11.1:
- Fix on game freeze after the player’s death in specific situations - Fix on receiving damage right after the respawn in specific situations - Fix on 'killed' - player statistics - Fix on damage animation of roofs and wooden/stone triangle foundations - Added possibility of transforming platforms into foundation (full cost at the moment) - Added possibility of destroying the ladder by siege weapons (the frame stays) - Added possibility of repairing the ladder remains (to ladder or roof) - Added possibility of repairing the full roof remains (to ladder with any kind of rotation) - Added possibility of assigning the admin rights on private servers (all the info concerning admin rights are on wiki) - Added gradual ocean sound level on the height axis - Added possibility of placing the trebuchets on the buildings! * 4 floor units required * can be burned by a torch, but the flame doesn’t propagate to the rest of the building * trebuchets built in this way can be destroyed from “Destroy panel” * trebuchet is surrounded by the no-build zone big enough to shoot without touching the other elements in the building * trebuchet can be destroyed by siege weapons (ballista, trebuchet, glider) * burning trebuchet explodes with the remainings and burns down after 8s - Added languages: * Danish * simplified Chinese * traditional Chinese * Japanese
Changelog 0.11.0:
- Private servers * link from the main menu * list of the official providers on the website * Wiki to help hosting on Linux - Partial controller support * Movement, Gather, Fight, Build including upgrading and destroying * UI is currently not supported (we will get back to it as soon as all the windows are upgraded to the 'book UI') - Movement dynamic increased: * Walking speed: +50% * Strafing speed: +50% * Walking back speed: +25% - Steam stats and achievements * first iteration, icons coming soon * 35 to achieve * Statistics accumulated on Steam from every game server - Fixed weapon freeze after changing the set [Q] while using ballista - Updated TPP camera movement [K] - Fixed player recognition on boats when upgrading to steam boat - Siege ammunition ignores building component 'Wooden pole' * Other ignored components: Wooden Support Pole, Wooden Ceiling Frame, Wooden Triangle Ceiling Frame - Fixed rare issue of animals' spawns - Ballista aim angle (vertical) increased from 20 to 40 degree - Glider can drop rocks every 2sec instead of 3.5sec - Fixed refresh issue of the Building density in the main menu - Fixed issue with using/opening/building rights in the Builder's desk for players on Macs - Fixed character that had space or enter at the end of the name
NEW! Third Person Perspective
* press K to switch between views
* use mouse scroll to zoom in and out
- Wooden triangle foundation
* Option to upgrade from wooden to stone foundations
- Workshop tooltips show and hide properly
- Quests tooltips show whole sentences again
- Fixed rare graphic artefacts when using split context window or map landmarks
- 'Building density' in a main menu column and option to sort by it (shows number of building elements built by players)
- Fixed issues of Destroy panel in certain situations
- Amount of map landmarks increased from 10 to 50
- Fixed rare landmark initialization issue
- Fixed issue that could cause loud buzzing when using voice chat
- Fixed issue that could cause sound disturbance when using voice chat
- Fixed issue with blocked or ineffective attack when trying to destroy a Builder's desk that was surrounded by 4 walls
- Fixed shields that couldn't block every attack they should
- Renamed map tiles for better understanding
- Fixed temporary disappearance of arrows in the inventory in specific situations
- Increased chance to recover an arrow from 50% to 75%
- Fixed labels positioning in main menu
NEW! Builder's desk window
* Now included in the "book menu"
* Option to choose what rights should guests have: open doors and set traps / open chests and unmoor boats / build and destroy
* Possibility to change the name of the shelter
Changelog 0.10.12-1
- Fixed furnace - it's not possible to complete craft queue without fire - Fixed player's stance when sailing in TPP mode - Holding RMB with equipped shield will make it go up in the nearest possible moment (before, player had to click RMB in the right moment to parry) - Fixed animation for attack from the left side - Decreased weapon freeze from 1s to 0.75s when switching using Q-key - Sparks and splinters are now visible also in TPP mode
- Possibility to destroy triangle floor frames using the F7 Destroy panel - Fixed issue with swim freeze on positions: * 3982.8, 35.5, 6000 * 4000.3, 35.5, 6030.6 - Crafting multiple items is not interrupted by closing the window anymore (applies to workshops other than Player's workshop) - Possibility to close the workshop window using "Use" button (if workshop was opened that way) - Hand cursor does not freeze and stay visible in windows until reopening of the "book window" in certain situations - Fixed a few resources that couldn't be gathered - Decay of the abandoned structures does not apply to those in caves - Landmarks on the map * Click RMB on the map to place a landmark * Write description * Click RMB on a landmark to remove it * Max. 10 landmarks can be placed on the map - Every island has its own set of resources and animals * Until now, there was just one limit of resources for the entire world. That could eventually lead to spawning all the resources only on the least visited islands - Updated translations of ES, RU and DE
Changelog 0.10.10: - Fixed a rare issue with bags that couldn't be opened in certain situations - Building decay for abandoned constructions: * Applies to buildings that were extended more than 24h ago and do not have a Builder's desk inside. * Each of the elements may get decayed every 15min - Additional performance optimization for destroyed building elements - Crafting while running is not allowed anymore - Fixed notification of the Flowerpot and Field when plants are ready to be harvested Destroy panel: - Building elements marked red do not change their scale anymore - Range of the panel increased by 10% - Usage of the panel does not damage the weapon in right hand - Panel icons updated
As requested, besides blogs we will post here every single patch starting from: Changelog 0.10.9
- Press F7 to enter Destroy panel. Works like Upgrade panel, destroys and salvages chosen building element.
- When player tries to destroy a building element that is structurally important for another element, all elements dependent on that one will be marked red. In other words, building elements will turn red to show that they need to be destroyed before the one at the crosshair.
Applies also to furniture and workshops
- 10s Battle stance after dealing or receiving damage. Battle stance blocks usage of Build, Upgrade and Destroy panels
- New screen effects after receiving damage and a crosshair indicator to show from which place the damage was dealt and who attacked
As shown above, player got hit from the left side
- Fixed random gear that could appear on player's character after respawn in certain situations
- "Healthbar" for torches (torches from the old version will appear with the full fuel and will be updated after a few minutes)
- Fixed multiple stone hit sounds after death in certain situations
- Fixed wrong weapons' sounds in specific situations
- Fixed wrong tabs shortcuts when a container window was opened
- Fixed disappearing STOP button in crafting window when changing a recipe
- Recipe tabs are closed after the first opening on the craft window and keep the state that was chosen by player (closed or open)
- Pushing "-" in the crafting menu changes amount from 1 to 99. Pushing "+" changes from 99 to 1
- Performance of the Upgrade panel increased significantly
- Update of the French, Spanish and German language versions (thank you for the translation!)
If you want to help us translate Out of Reach, go ahead and join our project at crowdin.com/project/out-of-reach
Hi guys, this time we are going to start by showing the progress made from the last announcement. The goals made in December forced us to make serious changes from the code point of view and now we are finally ready to implement changes that are 'visible' by players.
We've received a lot of ideas on how to improve the world and finally came to the conclusion that we need to make necessary visual changes also to the main island. Although the layout of meadows and mountains will stay the same, we want to put new, reworked cliffs and trees on the terrain, also add more beaches, perhaps new entrances to caves, better influence of erosion and a few more details that will make the world look more realistic.
The new volcano island is still under development. New materials to gather, trees to cut and cliffs to build on require a bit more time.
After a few patches and hot fixes this month, we feel like we've reached a compromise between usefulness of the old UI and user friendliness for the new players. Our goal is to make such an UI that can provide every necessary piece of information from a single window, so that nobody misses skills or craft options.
Also the main menu is being constantly updated and is almost ready for the private servers. Speaking of which: we are almost done with the Wiki for those, who would like to run their own server, also the essential talks with Valve and external providers are almost done and we will be able to let you rent a server or host one at home in the upcoming weeks.
It was supposed to be a small feature but turned out to be really useful for the new players. Right now there are 10 quests on the castaway's ToDo list which consist of total 30 subquests and serve as a good tutorial. We have already planned another 30 subquests for more advanced players and some kind of rewards for doing them (like Steam Achievements).
More than 50 fixes and features since the latest announcement are available in the Changelog section: http://steamcommunity.com/app/327090/discussions/4/
16 January: http://steamcommunity.com/app/327090/discussions/4/451851477878112088/
13 January: http://steamcommunity.com/app/327090/discussions/4/451851477866547577/
24 December: http://steamcommunity.com/app/327090/discussions/4/451850849181264607/
14 December: http://steamcommunity.com/app/327090/discussions/4/451850849181250864/
and here is the today's one:
Changelog 0.10.7:
- NEW! Workshop window fitting to the new concept of showing every feature in one place
* All recipes are visible, even if not available
* Tips showing which resources are needed and where to craft the chosen item (hopefully no more questions about how to finish the bronze pickaxe ;) )
* Option to filter 'craftable' items by material (Stone, Bronze, Iron, Other). There's also a free place for the upcoming new material
- the new Fastest quality profile includes textures in 1/4 resolution and Level of Details bias 0.75 - should be useful for laptop users who can barely run OOR
- Option to change render distance in main menu and in in-game console, command example: /renderDistance 500
- Glider: the speed of falling depends on the speed of flying (gliders don't hang in the air like choppers anymore). The more tweaks and changes are coming to this one. We need to reach a good compromise between damage of the bombs and costs of the glider.
- Around 300 new spawn points for red berries, flax and corn on the main island
- 3 new backpack upgrades (including bigger grid in the inventory)
- update of the French language version (thank you for the translation!)
- Fixed Workshop window that could close itself in specific situations
This time we want to show you guys what we are working on and how Out of Reach will look like in the upcoming weeks. Here is what you can expect in December and January among the standard weekly fixes and updates:
New island
featuring: Coniferous forests
Temperate biomes
Active volcano
and new resources available only on this island that can be used to upgrade weapons and buildings!
Quests, events and tutorials
The basic ones will walk new players through the mechanics. Advanced and random ones will keep you occupied and give a reward from time to time:)
3rd person perspective
Although it may not be a perfect solution for tiny shelters and narrow caves, a lot of players wanted to see this option in OoR so we are going to let you choose between these 2 views in one of the next updates.
Upgrade for the boat: steam engines
We've finally decided to give it a try. Some of you may prefer sails and oars like in the other games, but for now we've just wanted to give you an option to make sailing easier. The first versions of such engines were invented several years b.c. and used on railways also during the golden age of pirates so it shouldn't ruin the timeline in OoR and just become a sailors friendly add-on:)
Optimization
Since some of our servers have reached more than 45000 building elements (which makes 13000 more colliders than a normal game on Unity engine could reach a year ago) we need to go back to optimization and implement another few tricks to make those servers playable for everyone including middle-end laptop users. This time we will work on dividing the game into clusters and world into chunks so that OoR loads only those buildings that we actually need to see to play normally. Bases and castles will load in the background while sailing towards other islands so that we still won't experience any loading screens during the gameplay.
Private servers
Our developers work full-time on this one. We want to give you an option to rent a server and choose whatever mode you like as soon as possible. These are the fixes that are already under acceptance tests and will be released soon, together with the 0.10.2 version: - possibility to turn off spawn protection - player with the spawn protection can't attack instead of attack & lose protection - water and building optimization on highly populated servers - turned down rain sounds - updated fish traps so that players can escape them - bags float on water
Changelog - 0.9.20:
- Significantly improved loading times for servers with lots of buildings.
- Fixed constant disconnects due to UDP errors just after the start of the game on highly populated servers.
- From now on, whenever a player tries to run OoR without the Steam, the game will shut itself down, start Steam and run once again along with it.
These changes fix the most common connection issues that occurred last days. All of the other problems that we were able to reproduce were caused due to wrongly configured firewall, antivirus or not reaching the minimal requirements. Players still need to have certain ports opened and can't make any changes to UDP while playing due to security and anticheat reasons.
Finally! We’ve managed to visit all of the strongholds that took part in the first Building Contest in Out of Reach. Here are the winners:
The „Medieval and fort category” prize goes to Charles from Pinewood!
The „Monument category” prize goes to Mad Max from Filwarfin!
The „Best use of terrain” prize goes to Kai from Lunas! Your stronghold has already accompanied us in the PGA trade show in Poland :)
The „Innovative approach” prize goes to Pondscum and Odovarcar from Dordach!
Lastly, we do not have the „Surprise the developer” award but if we did, it would have definitely gone to Lefaurus from Khuldas for... this:
Pleas note: such constructions are no more allowed in Out of Reach due to the gravity reasons:)
Thank you all for taking part in the first building contest in Out of Reach! We will contact you shortly.
Another round of translations is already done and includes the first pages of tutorials. If you would like to help us translate Out of Reach into your mother tongue, please don’t hesitate to join the project: https://crowdin.com/project/out-of-reach
Hello guys,
just like the last time, also today we've reached more than 50 fixes so it's a high time to sum up and show the progress achieved mainly thanks to your feedback (and a few sleepless nights that we don't want to talk about:).
For the last 3 weeks we've been working on fine tuning the main rules of the world and tweaking every possible feature of the game in order to make everyone play fair and let everyone have equal chances to survive. We are half way there. Lots of the abusive behaviour is already blocked, in a few places we've already reached the limits of our engine to make it work, in a few other we had to write the laws of physics ourselves:)
All the changes as always are pinned in the discussion section:
0.9.15: http://steamcommunity.com/app/327090/discussions/0/483366528917601364/
0.9.16: http://steamcommunity.com/app/327090/discussions/0/481115363866870205/
0.9.17: http://steamcommunity.com/app/327090/discussions/0/483368433104355767/
0.9.18: http://steamcommunity.com/app/327090/discussions/0/490124466456039370/
Finally new window for Builder's Desk. Hope the buttons are now visible for everyone as well as the rules of protection system.
We want you to play together cause we feel like it's the core feature of online gaming. That's why we will continue to develop the co-op aspect of Out of Reach. Today we present you with clan banners:
From now on, clan masters can choose the banner in the main Builder's desk and hang it on every door to establish stronger bonds between members:) There is also an option to see every clan member on your personal map, we've decided to sacrifice this part of survival for the sake of a better gameplay. Let us know what you think about it!
Another game changing feature. We are aware that some of you, even veterans of Out of Reach, always liked the bread eating contest during fights and treated it as a tactical aspect of the game. Nevertheless it wasn't fully realistic and survival, and clever, and fair... We've been thinking about better system that could make players use their abilities, weapons and armour more than bags full of red-berries. Bandages is our another approach to this problem.
In other words: healing takes precious time and costs other type of resources. Eating slowly regenerates your health when the hunger bar is above 70%.
It's a one little change of the way players hit that can bring a huge impact to tactical fighting. From the patch 0.9.13 you can choose from with side you will start swinging your axe or sword covering with your hit more space from your right, left or upper side. Should be very useful in close combat, tight, narrow corridors or 'one vs many' fights.:) Also here, let us know what would you improve!
First of all - we've finally managed to open 2 new servers in Australia, no more 600ms pings for you guys down there.:) In fact, even for Europeans the pings from Australia shouldn't be greater than 400ms so it's still playable and shows a decent quality of the servers:)
Private servers - the work still goes on. Solid foundations are already there, we need a couple more weeks to let players establish their own ones!
It was a pleasure to meet you guys in our little box on PGA - Poznan Game Arena in Poland! We've gathered a lot of good feedback, constructive criticism and encouraged many new players to try OoR out.
Here's the first video of Purpose who we met in Poznan:
https://www.youtube.com/watch?v=z-NbQ9LwMUs
Thanks to our players we’ve put first translations into the game. Right now you can find other languages in general options and choose which one you prefer. If you would like to help us in translations or you just saw something completely out of context please join our team and make Out of Reach better:
http://crowdin.com/project/out-of-reach
Hi guys!
it’s high time to sum up the last days of the development before changelogs reach more than 40 fixes and improvements:) To see the list of all the details please follow this link to the discussion section:
http://steamcommunity.com/app/327090/discussions/0/517142253867738084/
or scroll down for the highlights:
Some of you may already know this one but it hasn’t been officially announced yet. The new armor is currently the most durable one on the archipelago, but also the heaviest. Works best in situations when resistance to damage is more important than speed of withdrawn. As shown below - comes in several levels:
Since many players were not satisfied with the durability of bronze doors, we’ve sped up the development of another tier of constructions. In this patch you get Stone jamb and Steel door to feel a bit safer out there.
We’ve also decided to let you catch a glimpse of mechanics so raiding and defending is easy to understand. Doors don’t have health points, they have a 'chance to destroy' and it looks like this:
Average amount of hits needed to destroy wooden/bronze/steel doors based on chance percentage:
- Chipped Stone 200/1400/3000
- Stone Axe 33/233/500
- Bone Axe 25/175/375
- Bronze Axe 20/140/300
- Steel Axe 14/100/214
The new workshop will be needed to craft certain gear made of bronze and steel. It’s a step forward to more realistic gameplay, makes the list of objects in „Player workshop” shorter, looks good next to furnaces and anvils and makes players do some more effort to get the best gear - simply the perfect piece of furniture:)
Stone furnace got an upgrade. A small part of its receipts is now moved to the new one. It will be also required to get that new resource that we’ve already mentioned but haven’t announcement yet.
Thanks to our players we’ve put first translations into the game. Right now you can find other languages in general options and choose which one you prefer. If you would like to help us in translations or you just saw something completely out of context please join our team and make Out of Reach better: https://crowdin.com/project/out-of-reach A few things to know about current state of translations:
- Not completed translations display percentage of translated lines
- Not translated lines return to English
- Special characters and Cyrillic alphabet return to standard font
- The reliable text version right now is English
Out of Reach
Space Boat Studios
Space Boat Studios
2018-07-13
Action Indie Adventure Simulation MMO Coop
Game News Posts 66
🎹🖱️Keyboard + Mouse
Mixed
(2372 reviews)
http://spaceboatstudios.com
https://store.steampowered.com/app/327090 
The Game includes VR Support
Out of Reach - Ubuntu Universal (32_64) Content [2.68 G]
The one who said that a combination of thunder storms and sea rocks is the worst thing that can happen to sailors, clearly didn't have to survive one. The real deal starts the morning after, and this is the exact time when you, dear player enter the cruel world of Out of Reach.
The first enemy to encounter after surviving the storm will be your own body. Even the tropical forests have rainy days and cold nights... at least for a castaway in shorts. Searching for a shelter to stay over night could be almost as essential as finding food before someone considers you as something to eat.
Although the archipelago was considered deserted before ships started to crash into sea rocks nearby, every kind of area on the island has its natural inhabitants who just don't give a warm welcome. Thinking twice every time before moving ahead could be one of the smartest things to do.
Staying on a beach after crushing your boat allows you to hunt for slowly moving animals and gives the ability to see at long distances. Disadvantage - you can be seen from exactly the same distance and there's always someone to call you his own slow-moving food.
Before being able to found your first wooden settlement, you will need to stay constantly on the move, hunt and avoid being hunted at the same time. Getting to know the nearest neighbourhood could be your first step to stop looking like a bait. In Out of Reach, you are put into diverse environments of jungle, desert, plain, mountains and forest. Due to constantly changing weather and surrounding under players' influence and interaction you need to travel across the land in search of a minute of peace or gather enough resources to build a boat and find home on other parts of the archipelago.
Speaking of boats:
https://www.youtube.com/watch?v=qK_drFMkLBI
In order to stay on the top of the food chain, you need to work harder than others. Everything starts from finding certain resources. Chop trees, mine stone, gather flax and food. Equip yourself and start searching for more sophisticated materials like copper and tin to produce bronze and other alloys.
Find out what else you can do with resources:
https://www.youtube.com/watch?v=rNHCkG8Ng-0
Use a variety of workshops, furnaces and tools to craft armour and weapons. Check which combination of gear has better performance and suits your game style best. Upgrade equipment using new resources or items obtained in battle. Store, collect or trade your stuff with other players!
Looking for a place to store your timber or a quiet and cosy room to forge a sword and tan a skin of an elephant? Build your own stronghold! Use dozens of building elements like walls, stairs and floors to assemble the house of your dreams in an environment of your choice... or just take control of one.
The best solutions to problems are most often invented during battles. Everyday life on islands full of castaways is not an exception. To successfully protect your territory or gain control of a new one, you will need the advantage.
- Ballista
The greater the distance, the safer you are. Ballista may be slow to load and unable to move but the ability to pierce a target with a 1,5m dart few hundred meters away in no time shouldn't be underestimated.
- Trebuchet
Unusual situations require extraordinary solutions. When an axe doesn't help or doors are just too thick it's time for a trebuchet. Construction costs both time and resources but nothing surprises like a forced entry through a wall.
- Traps
Well, there's actually one thing that surprises more - a tricky and deadly trap! Use trip wires at the doors, stairs or wherever you want, connect them with ballistae or boulder throwers, place a bait and wait for the unwelcome guests.
Trapper's training video:
https://www.youtube.com/watch?v=9RRangpC3Pc
- Glider
When everything fails, you might consider an attack from above. Construct a tower, install a launcher ramp and take off on a glider to bomb enemies' bases, get through walls or just take a look from a different perspective.
- OS: Ubuntu 12.04 64-bit
- Processor: 2 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 750 or equivalentNetwork: Broadband Internet connection
- Storage: 6 GB available space
- OS: Ubuntu 14.04 64-bit
- Processor: 3 GHzMemory: 8 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Memory: 8 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Storage: 6 GB available space
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