Changelog
Additions
Rat Lost & Found
If a rat is out when the server shuts down, it will be placed into the "Rat Daycare" (box in the Rat Racing room), where the owner can retrieve their rat.
Return of Metalworks Wastelands.
Adjustments
Weapons
Increased pipe mining effectiveness.
Decreased pickaxe murder effectiveness.
This is an experimental change to test longer time-to-kill in melee combat.
Mining
Decreased Coal node health.
Decreased Metal node health.
Economy
Increased Rat Racing winner reward during betting season: 20% -> 40%.
Increased Lathe and Rolling Mill anamnecyte rewards: 20% -> 40%.
Increased Laundry deposit reward: 10% -> 20%.
Increased Autostitcher fill reward: 10% -> 40%.
Increased Wartime part placement reward: 10% -> 40%.
Increased Loading Crate deposit reward: 20% -> 40%.
Increased Crate Stamping reward: 20% -> 40%.
Increased commended credit modifier.
Autostitcher
Increased Corpsman health cost to refill: 5 HP -> 20 HP.
Increased heal amount: 5 HP -> 10 HP.
Increased blood capacity.
Slightly lowered heal cost.
Player Stats
Slowed hunger loss rate.
Volos Flow
Physics have been manipulated to accommodate attempts at Slave redemption.
Loot System
Increased entity amount per cycle per container.
Increased minimum items per loot cycle.
Increased maximum items per loot cycle.
Decreased time it takes for loot to spawn.
Mapping
Widened Rat Racing and Metalworks doors to combat fat proles blocking the doors
Fixes & Improvements
Experimental patch to correct database loading issues (laggy items, interfaces, etc.).
Fixed a condition where the ration factory wouldn't deplete.
Fixed broken light probes on Misery.
Fixed conditions that would cause invisible entities.
Post-processing fixes.
Fixed water collision in Misery (fishing fix).
Fixed ammo counts not showing properly on weapons
Lease Times & Server States
Due to the lease time system, leases currently cannot be paused while a server is offline. This has been a common concern, and we're working on a fix. This will require a rebuild of the leasing system, which takes significant time. We appreciate your patience while we work on addressing this.
A quick message from the team, since we know the recent changes to our dev-ops might seem a little strange.
Over time, we've realized that players really liked the version of Aneurism we initially released, even if we didn't get to do everything we originally planned for release.
We've talked it over, and we'd rather let players enjoy the game they bought instead of forcing it toward a vision we had over a year ago. Those ideas can wait for the next Aneurism.
These progression changes are the first step toward making the game less of a slog, while still keeping balance between factions and the economy.
We've been reading the feedback, and there's certainly been a lot of it. We're listening, and we'll keep working on things.
Thanks for sticking with us, and welcome to Version 20b.
- Vellocet Team