V0.23B Hotfix

Hey everyone,

 

Here's a small hotfix, fixing some of the issues that were reported overnight:

 

v0.23b

 

 

  • Fixed tutorials being off when underwater breaking picking up items underwater and causing their pickup or can't carry anymore messages to stay on screen permanently
  • Fixed bug where most oyster spawners were placed too far below sea level and set to wrong terrain texture - making them extremely rare. Also fixed issue where they wouldn't be visible, only the pickup icon in rare case they were found
  • (multiplayer)Fixed issue where clients couldn't break wood planks open in some parts of caves
  • Fixed bug with arms and legs not spawning bones correctly when overcooked on fire
  • Added more protections against rare cases of axe not swinging (if anyone is still getting this, let us know the exact steps and we'll make a fix)
  As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

V0.51b

Hey everyone,

Here's a small hotfix to some issues that came up in last night's patch release:

 

V0.51

Hey everyone,

For this patch we focused on opening up the door at the bottom of the sinkhole cave. The door is locked and you'll need to find the keycard in order to get inside.

V0.50c - hotfix

 

Hey everyone,

Here's another small hotfix to the patch released earlier in the week, this time fixing an issue with water holders.

 

V0.50b - hotfix

Hey Everyone,

Here's a small hotfix, fixing some issues with clients loading into multiplayer games.

 

V0.50 -  Balance and bug fixing

Hey Everyone,

For this patch we've focused on bug fixing and some balance tweaks. It's a small patch as most of the team is working on the bigger December 14 story update

V0.49b - hotfix

Hey Everyone,

Here's a small fix to yesterday's patch release

 

V0.48b hotfix

Hey everyone,

 

Here's a small hotfix to this mornings patch release.

 

 

V0.47d - hotfix

Hey Everyone,

 

Here's another small hotfix, this time solving some issues with saving and loading the new procedural vertical walls.