Update 30 (PTS)

Release Date: April 12th, 2019

* Improvements to telegraphing:
	+ Made the Blight screen overlay transparent when looking away from the centre of the storm to make it clearer which direction to travel in to get out.
	+ If you can see particles you’re at risk of destruction (you’re near the destruction radius)
	+ Destruction VFX will last longer. Now it will fade to black over 7.5s and ‘dissolve’ over 2.5s. Colliders should also be disabled halfway through the dissolving process.
	+ New lightning VFX to make the Blight look more dangerous
	+ Blight will now turn on if the server hits 75% time dilation for 30 seconds and disable when it gets to 85% time dilation for 30 seconds
	+ Blight is now visible from 6km away
	+ Initial Blight position is no longer based on weather cell positions but on a K-Means cluster analysis of the priorities and positions of all of the entities on the FSIM
	+ Blight will now cancel if it hasn’t fully activated but the server has recovered
	+ While active, Blight will now continually refine its position to move towards the highest priority entities in its radius. It has a maximum speed that varies based on time dilation. So the worse the FSIM is performing the more aggressively the Blight will chase ships!
	+ Blight will fully retarget (analysing all entities) every 30s to avoid destroying a ship in its entirety when there is a more important one somewhere else
	+ Blight will attempt to retarget if enough stuff has been destroyed.
	+ The Blight will now smoothly fade out when it disappears. Also, it’s now more visibly windy in weather walls and inside the Blight!
* Destruction priority is now based on the following:
	+ More colliders = more expensive
	+ Manually determined importance to the player
	+ Entities attached to ships that have registered revivers will have double the player importance (so lower destruction priority)
	+ Only entities that are ‘dynamic’ (meaning they have physics) should be considered
	+ Metal scrap and atlas shards will now be cleaned up
	+ Nothing should be destroyed unless it has been ‘logged in’ for at least 2 minutes
	+ Entities in the Blight will be destroyed every 10s by default but this can be overridden per entity type.

**KNOWLEDGE REVAMP**

* Revamped knowledge tree to include various set schematics previously found on islands. These are categorised into branches that reflect what they are used for, such as exploring or shipbuilding.
* Scanning an island or island object displays the number of databanks still to scan on the island.
* Knowledge nodes will be automatically unlocked if you had previously found and learned the schematic.
* Knowledge gained is now displayed in the same fashion as gaining resources.
* Removed Knowledge from scanning every object on islands, except databanks..
* Scan UI has been revamped and moved from the bottom left corner and is now much more clear.

**SHIP STORAGE REFRACTOR**

* Deleting offline ships from server memory Improving server response.
* Saving ships to a per deployment cloud storage.
* Refactor the way ship/reviver/player are linked using ShipReviverBookeeping unique authority
* Added feedback giving Reviver lost reason when online. Customer Service will have access to that information and can use it during ticket handling.
* Customer service can now restore your ship entirely based on ticket requests and log history.

**LOGOUT REVAMP**

* Ship logout flow now has a new design.
	+ Logout has been updated to differentiate between Logout and Exit game especially when the player has a reviver attached to the ship.
	+ The logout button will keep your character in-game until the ship logs out completely if you are the last player in-game with a reviver attached to the ship.
	+ The Exit button will log your character out whilst your ship will stay in the world for some time. (30s in Pve, 3 minutes in PvP)
	+ Any interaction with the ship during logout (except players logging out) will interrupt the logout sequence.
	+ If a player logouts or exits while standing on a ship they are not attached to, they will respawn to the closest ancient respawner.

**NOTABLE CONTENT AND FEATURES**

* Marauder Guitar
* Some secret shop items

**NOTABLE BUGFIXES AND CHANGES**

**Changes**

* Added shipyard placement feedback.
* Give marauder compass item health state.
* Added logic where a ship will ask whether it should approach or not to the shipyard instead of approaching regardless of the shipyard state. Shipyard can refuse which will display a message to the owners of the ship saying they cant approach.
* Changed logic between ship and shipyard slightly, so you can only dock on your own or abandoned shipyards
* Update the new Bossa NTP server.
* Maintenance should kick player correctly
* Added range feedback to Salvager and Repair tools
* Added range feedback to Ship Building tool
* Impact damage on the ship was removed
* Patch Notes: increased sail HP, increased gear duration, lifter weight increased, rebalanced some food recipe costs, bandage healing increased.
* Increased Rhegus greaves climbing speed
* If a client crashed or player closes the application, materials are returned that are on player’s multi-tool crafting slots.
* Simplified and reduced the length of various tutorial prompts
* Tool reticles now have unique icons, and animate and look good no matter screen resolution or UI size.
* Add a cooldown overlay on buff icon.
* Added skip tutorial option at character creation time.
* Added Rarity display to Stash
* added select server text above server select
* changed logo colour to white

**Fixes**

* Fixed the duping bug linked to Delete action in inventory.
* Fixing one of the barrel variants being disabled…
* Fixed the marauder doesn’t drop off when attached ship part is destroyed.
* Bonus bug fix – Potentially fixing an exception that completely stops the UI from working…
* Fixing an error popup that appears when unlocking nodes with connected bonus nodes
* Stash UI bugs.
* Fixing missing decks crazy race condition!
* Randomizing death clouds destruction to avoid all parts being destroyed at once.
* fix to respawn SFX being in 2d in certain situations
* Fix to respawn sounds being 2D is some instances
* clipping fix on the male fugitive torso
* Fugitive store outfit added to project, male and female
* Made default wind direction nicer for main menu prettiness
* added hair to the store masks
* Barrels should now always spawn properly!
* Fix to Ship panels z-fighting
* Fixed the bug where if a player learned new schematics that had no cipher slots unlocked even they have them unlocked in the knowledge tree
* Fixed issue where if the user tries to enter the game on Offline Mode, it would remain on a black screen forever.
* Fix the bug where schematics have more cipher slots then the unlocked slot number

**NOTABLE KNOWN ISSUES**

* Wings cannot be placed onto ship frames
* If a player is blocked from crafting at a crafting station, they will be prevented from crafting at any crafting station they place subsequently. They must either complete crafting or clear obstruction preventing an item being crafted
* Players will be thrown into the air after crafting a ship frame
* The Capulca engine does not update to have the correct number of cipher slots
* The schematic counter is inaccurate
* A player will be unable to interact with their marauder compass for 10 minutes. This happens if it is placed on a ship and only for the 1st 10 minutes after logging in

### Patch #1

* Refactored logout countdown
* Fixed cannon ammo box not interactable
* Attempted to fix the cursor centering issues and added a grappling mouse sensitivity option in the settings menu
* Personal Reviver charge should be calculated at death time and not updated regardless of if the distance from you to the ship increases while you are dead
* Changed how ship synchronizes its state with bookkeeping. Shouldnt change behaviour but could affect: ships logging out, ships logging in, ships that think they are docked when they are not or the other way around
* Ships should now recover properly from a dead FSIM
* Attempted fix for tutorial UI getting stuck on death screen
* Improved player facing EAC message
* Added logs around cipher to try and understand errors better when they happen
* Fixed load balancing issues (which means how objects are loaded in the world, could fix island/objects loading errors)
* Reviver being damaged/related messages are now red
* Fixed issue where ships would spawn without fuel, also fixed fuel not being lost when removing the fuel tank from a ship, and therefore also not being transferrable to other ships
* General reduced error spam
* Improved maintenance script to make it easier to pick a valid snapshot
* Fixes to blight timeout and blight creation (could cause creation/destruction loops of blight)
* Reduced messaging from ships registering with bookkeeping so ships that are registered from snapshot do not try to register twice
* Added logs to the login pipeline to make it easier to find out issues when they happen
* Fixed ship ownership issues (related to anything PvE and PvP... interaction times, salvaging, etc)

### Patch #2

* Added CS functionality (internal only)
* Fixed the button on death screen from being active for few frames when menu just enabled.
* Increased knowledge gains from salvaging schematics.
* Procedural schematic loot drop rarity now better matches the biome you are in, so now the Badlands will have significantly higher chance of Exotic schematics.
* Significantly increased drop rate of potion mats by around 4x in the Badlands, but also a bit in the Expanse and Remnants.
* Minimum metal and wood quality in the Badlands is now 7!
* Fixed the bug where clicking feedback button on logout screen doesn't stop ship from logging out.

## References

1. https://www.worldsadrift.com/patch-notes/pts-update-30-patch-notes/
2. https://discord.gg/worldsadrift