Weekly Updates on the development of GRAV, we will start posting regularly on what we've been up to.
LATEST FEATURES TRAILER
Last week we put together a short sizzle reel of the many updates and features that have been added to GRAV over the last few patches.
Several new planets have been added to GRAV's current universe, one in particular is rather unique, the Exo PlanetDesertWorld.
A fast vehicle is essential to traveling the long distances between desert oases. Players exploring this world will be rewarded with new crafting materials such as Sun Stone which can be used to make Desert Type Armors and Weapons.
Exploring Moons in GRAV is one of the ways to aquire the Crafting Element Plasma with plasma you can create Plasma Type Armor and weapons and soon thePlasma Shield.
NEW FRONTIER BASES
Recently we have also added base building with low level materials, wood and a few fossils is all that is needed to make a Frontier Base in GRAV. Rustic and lovely yet kind of temporary bases for the masses, like a starter home with a starter marriage built in.
Till next time on BitBog, EXPLORE BUILD DANCE SURVIVE.
Patch 10 has finally passed muster and is ready for everyone's enjoyment! Along with the usual dosage of bug fixes we have some fairly big features coming online such as shared planets, full stargates, etc.
Patch 10 Build notes:
All Dungeon Instances have been regenerated. This should fix the various tiny science station and alien temple dungeons.
All outside level ranges per area have been regenerated.
Maxunit for German ongoing translations
EmotionFox for French translation
Once-ler for a number of grammar fixes
Planet Stargates are now active! Every Physical Server (e.g. all of the East Coast Servers) will have a number of ExoPlanets and Moons that are available to them ALL! So let the cross HomePlanet battle for Ultimate Control Commence! We will have a more detailed Blog Post on the high level idea behind this!
Loading Level Optimizations. Loading into the game should be faster now
Memory Usage on Clients reduced
Compass UI is now Active. More items to come. Bags are circles, nearby caves are doorways, etc.
Cluttered text on HUD has been consolidated, and cleaned up
If you are falling you can immediately activate the JetPack. (Shoutout to James 'Tank' Lowe)
Teleporter Rooms have been added to the game! This item will take you between two nodes! So start building the magnificent routes across the world!
New Artifact Sword Model!
More Server CPU Optimizations
Localization: German is now ACTIVE! We have modified the engine so that partial localization is now possible! If there is a translation you will see it otherwise you will see English.
Localization: Francais is now active!
Laser Fence will now show multiple lasers as it is upgraded.
MultiTools of each Tier now have a different visual look.
Fixed issues with science dome dungeon and alien temple dungeon causing them to turn out much smaller than intended
Magazine Sizes have been reduced. Just holding the button down and hosing is not that interactive. This also paves the way to towards active reload.
Nexus Shield Nodes should actually be useful now. Security Setting is set to FoF, so the building restrictions should work without having to do anything special. Shield Nodes now function the same in PVE and PVP for damage stopping. Specifically, no damage to rooms but you can damage Non-Rooms (this includes doors). Nexus Shield Nodes (when active) now block all INCOMING bullets! You can stand inside the shield and shoot the attackers!
Death: You no longer drop vehicles when you die. Dying and losing your jetpack can result in cases where you just can't reach your backpack orb. While that has created some amazing stories of loss, shock, comprehension, overcoming the odds, and eventual triumph that isn't quite what we had in mind for dying in those kind of locations
Death: When killed by the Environment / Monsters only the owner will be able to loot the bag. Being killed by a monster and having a player get a free bag just from logging in or walking by isn't what we think should be happening. Even with the bag timers people are still having their bags taken with _no effort_ on the taker's part.
Death: When killed by a Player (i.e. PVP'd) you no longer can lose your ITEMS. Items will still be placed in the dropped bag but will only be lootable by the owner of said bag. Resources and Crafting Materials will be in the bag and be lootable. Currently, many of the top tier items are a pretty intense effort to acquire. Most of the stories we have heard of people eventually being killed were not stories with a happy ending. We believe there is a place for losing items and that will be the HARDCORE PVP server. For the many players who just load up the game and join a server we think this will result in a better play experience.
Combat Logging: If you have not been in combat in the last 60 seconds then logging out is instant (Shoutout to Dr. Mansouri for the lucid description supporting this change)
Fix return portals being able to be destroyed (Shoutout to Onceler for umm 'testing' this on a number of moons
Storage Bin blueprints now have a higher drop chance.
Generators should auto turn back on once again.
Fixed New Planets not getting World Events
Handle cases where people have more Items/Blueprints/Materials than the replication can handle.
For Servers with more than one IP/Virtual NIC/VPN/etc we now specify spawned planets' IP as the same as the spawning planet process
Fixed Uplinks returning from the dead.
Fixed building walls returning from beyond the grave.
Fix PVE Planets' Moons not being PVE
Fix Nexus Nodes not using their upgraded radius for where you can build
Fix cases where a machine with multiple IPs could end up with spawned moons/planets being untravelable to
Better handle the case where steam could not initialize correctly causing the server to be in a 'hung' state and not accept connections
Fixed a pervasive server crash
An Item duplication bug fixed. (SHoutout to WocketPocket for a great find here)
Fixed being able to fire whilst in a vehicle in certain situations
Fixed situations causing players to fall through the world when entering a monocycle
Gunner Z has had over 4.5 million downloads on iOS. It also received the Apple Editor’s Choice Award. And now @BitMonsterGames is proud to announce that Gunner Z is now available for Android devices @GooglePlay! You can now kill zombies on both Android and iOS! Get it now on Google Play!
Patch 9 is now currently LIVE! The main focus of this patch is the first stage of our stargate plans, which is an all planet type; Moons!
Along with moons patch 9 has many improvements and bugfixes. Full list follows:
Patch 9 Build notes:
SPECIAL NOTICE: Combat logging is no more. If you combat log (e.g. force close the app) you will leave a backpack. You must now 'camp out' This can be done by typing 'quit' as before or by using the Esc Menu's Quit Menu Option
Thanks to Maxunit! We now have a German Translation of GRAV! If anyone else wants to translate to your language of choice. Go for it! We will gladly put it into the game!
jimbobslimbob for having a bad ass 4k monitor and bug reporting small text size. HUD text should scale with monitor res now!
Moon Stargates are now active.
New Biomes have been found. For new Universes starting up you have a chance of starting on a never before seen Continent. For those already existing Universes, the existence of Planet Stargates have been whispered about in the various trade circles.
New Resource Type: Plasma Found on moons!
New Elemental Type: Moonlight Found on moons!
New Stim: The Damage Stim blueprint will now drop in the world.
Foes will no longer do their range attacks when they are close.
Some Admin commands are now broadcast to the server.
More Server CPU Optimizations
Elemental Melee Weapons now look much cooler. Particle Effects and a Light!
New Melee Weapon: The Plasma Sword!
HUD Tweaks to make FoF members easier to see.
The MultiTool will auto lower itself when not firing. No more running around looking like a goof. nobody likes goofs
Doors now automatically deactivate when a friendly player walks into them and then turn on again shortly thereafter
Harvesters with something in them now have a 'something in them' material.
Broke the Weapon Category down into each of the weapon types on the UI. No more mega list of weapons to scroll through!
Base items now show what level they are on the item itself
Campfire Fire Radius will now increase as you upgrade the Campfire
Storage Bin: shift button works for taking/putting. (was in Patch 8 but not called out)
Combat logging is no more. If you combat log (e.g. close the app) you will leave a backpack. You must now 'camp out' This can be done by typing 'quit' as before or by using the Esc Menu's Quit Menu Option
Shotgun had some left over built in damage increases from a day long past. These have been removed.
Weapon Damage Balance. Shotguns were OP. Pistols and Assault Rifles Sucked. Melee was pretty good. So what we did was: Keep Melee the same. Reduce Shotgun damage. Raise Assault Rifle Damage A LOT. Raise Pistol Damage A LOT. We want people using ALL of the weapons and not just the Shotgun.
Armor/Weapon Creation Costs. Higher tier Armor and Weapons have had their costs dramatically reduced. We don't want people rage quitting over losing items. We don't want people spending 10s of hours harvesting items for a single item. Good items should take some time that is what makes them good.
Jetpack and Monocycle build costs have been reduced
PVP: Vehicles can no longer be insta-assembled. They will stop you and wait a moment while playing a 'start vehicle' animation.
Locator Costs reduced.
Fixed All of the Elemental Types not having a Super Effective
Elemental Types when being attacked by something they are Super Effective against are not hurt that much
Cave Entrances now have a larger area where you cannot build in. This is to stop the instant kill on zone in of caves that have death traps built directly on the Entrance area.
Prevent players from building buildings on top of pawns and backpacks
NightKillers and TechHunters now have a chance drop additional ammo (DayKillers sneakily already did)
Monsters' Range Attacks no longer do massive damage to rooms
Powered Items should have the correct visual status on clients now.
Fix the case we know of that makes some people not be able to purchase pets.
Fixed cases where the server and client would disagree on where it is ok to build
Always adding a PetDuration PlayerSkill each login.
MultiTool Truncaction issues fixed. You should no longer just see 1's on the higher level MultiTools.
Fix Assault Rifle shooting terrain crash
Fix upper portion of stairs not spawning in some situations
fix being able to stun friendly players
fix melee not prioritizing targets outside your FoF group
Several crash fixes for servers
Fix resource consumption issues in vehicles
Fix issues causing clients to think a building is in an OK spot when the server did not
Fix server charging clients for buildings that were unsuccesful