This update is accessible via the “Testing” release of Boundless on Steam.

Please report all issues discovered with the update to this support thread.

Please restart Steam to make sure you get the latest version of Boundless. If the update happens whilst Steam is open it’s unlikely you’ll get the latest version.

Release Notes:

Art + Animation + Assets: The Buying Plinth now has a different appearance to distinguish it better from the Selling Plinth. It’s now a Buying Basket. New First Person Animations for held items. Animations are more specialised per item and scale better across game aspect ratios. New effects for slingbow charge, entity despawn, item break and the warp surround. Fix effects not playing after spawning when holding a torch in sanctum and after portal/warp transitions.

Crafting + Resources + Equipment: Changed the resource distribution on home worlds to increase the probability of Iron and Copper spawning when the world regenerates.

Creatures + Combat + Characters: Introduction of creature and combat Threat: Creatures now have a 3 stages of threat: Passive - No interest in any nearby players and is unlikely to attack, even if provoked. Aggressive - Will turn to a nearby player and start acting aggressive towards them. Move away to avoid combat or it will eventually attack. Hostile - Creature is now hostile towards the player and will attack the player. In this update players now generate threat with each attack on an enemy. Creatures will now target nearby players with the highest threat value. Warning! As your threat increases the range at which a creature will become agitated is increased. If you wish to lower your threat value stop attacking creatures and let it decreases over time. There are skills in the skill tree which increases or decreases the amount of threat you generate per action. Improved combat prediction and feel: Slingbow projectiles will now feel much better at higher latencies, previously a higher latency player would see his projectiles move more slowly for a period of time until the latency was resolved between client and server, but now their projectiles will fly immediately at full speed. Interactions with creatures, whether with melee items like the totem, but especially with projectile weapons will be much more accurate for collision detection at larger latencies, including for grappling to a creature, you should see far less mis-predictions now.

Sanctum + Tutorial + Objectives + Progression: Objective changes: You now gain x4 XP for all objectives including Daily and Weekly. (This is a temporary change for Early Access as we’ll continue to balance this area throughout Early Access.) Some objectives have been reordered, altered or replaced. Objectives aim to teach you all elements of the game. However some areas have not been implemented yet, but more will be added throughout Early Access. Updated Tutorial with the following changes: Less materials required at the start for gathering leaves and timber. You are now told how to use the Beacon Plotter in the initial tutorial. You are no longer required to find a new region until after the tutorial, instead you only need to travel a certain distance. Warp activation rule changes Your “Warp Distance” skill now limits maximum warp and portal activation. You can still walk through any portal or warp opened by another player. “Warp Distance” is ignored for your “Home” location. You can always warp home. Block count limits still apply to portals, but no longer restrict warp activation.

GUI + HUD: Added a Profile panel to the Character screen (Press K or Character in the Options menu): See your current level and progress towards the next level. Additional information such as your Home, Coin, Plots and Skill Points. Your character’s attributes and defensive stats. Separated out Game Menu GUI and updated look. Skills in the skill tree now display an info box giving details of the skill. Updated Beacon Control GUI Updated dead GUI. Updated return to Sanctum GUI. Updated Settings GUI. Updating character screen GUI.

SFX + Music: Additional per tier wildstock audio.

World Builder: Fixed an issue where image noise nodes were having their frequencies too rigidly fixed. All noise nodes are forced to wrap on the world size, which discretises the frequencies that any given noise node can validly take, but the image noise node was being prevented from having a large range of frequencies (higher frequencies). This may well affect any world builder configurations using image noise nodes, so you may need to check.



Resolved Known Issues:

The following items were known issues in previous releases and have now been resolved.

Client crashes after launching it from the World Builder (Occurs on Testing version only).

Objective ‘Travel Back To Your Campfire’ may not always trigger if standing near campfire but not inside the campfire area. To get around the issue, try leaving the area and return to it to see if the objective completes.

Known Issues:

The following items are known issues in this release.