New update out now! For the time being, this is available via Experimental only, please see how to opt-in here if you'd like to try it out.
0.74.15
Fixed some certain savegames crashing on load
Fixed some certain savegames/imports getting stuck on the loading screen
Fixed player buildings being un-built on import
Fixed the missing Alt-key item labels
Did a little internal rewrite that should stop the occasional various bugs arising from NPC or building handle IDs changing. Might also cause unforseen bugs as it's a new untested system.
0.74.16
Totally new movement system:
Eliminates the frame rate spikes
Improves performance
Stops NPCs always getting stuck and flickering back and forth (probably still get some bugs though, it's a new system)
Totally new AI sensory system:
All NPCs now use field of view and line of sight
You can avoid detection, fight a guard without raising the alarm etc
Its totally awesome and cleverly made so it doesn't hurt the frame rate with tons of characters all LOS checking eachother
Probably will cause a lot of new bugs because it's a fundamental system with far-reaching gameplay consequences
Slave escapes:
You can free slaves and they'll react and escape and thank you and try to escape with you and sometimes join you once you get away.
NOTES:
A change to the time system means you may end up with problems like getting stuck tagged as a slave for 99999 hours or a wandering trader that never leaves your town- import game to fix it.
New update out now! For the time being, this is available via Experimental only, please see how to opt-in here if you'd like to try it out.
0.74.15
Fixed some certain savegames crashing on load
Fixed some certain savegames/imports getting stuck on the loading screen
Fixed player buildings being un-built on import
Fixed the missing Alt-key item labels
Did a little internal rewrite that should stop the occasional various bugs arising from NPC or building handle IDs changing. Might also cause unforseen bugs as it's a new untested system.
0.74.16
Totally new movement system:
Eliminates the frame rate spikes
Improves performance
Stops NPCs always getting stuck and flickering back and forth (probably still get some bugs though, it's a new system)
Totally new AI sensory system:
All NPCs now use field of view and line of sight
You can avoid detection, fight a guard without raising the alarm etc
Its totally awesome and cleverly made so it doesn't hurt the frame rate with tons of characters all LOS checking eachother
Probably will cause a lot of new bugs because it's a fundamental system with far-reaching gameplay consequences
Slave escapes:
You can free slaves and they'll react and escape and thank you and try to escape with you and sometimes join you once you get away.
NOTES:
A change to the time system means you may end up with problems like getting stuck tagged as a slave for 99999 hours or a wandering trader that never leaves your town- import game to fix it.
-Fixed some of the flophouses not working -Stopped (I think) towns errupting into civil war -Fixed another crash. Keep sending those crashdumps. -Fixed turrets only doing 1% of their damage -Fixed NPCs tagging their allies as neutrals -Escaped slave recognition is now based on an alertness-based timer, same as seeing through disguises -Slavery status improved, you now have 4 states- free, slave, escaping slave, ex-slave. Escaped slaves eventually lose their slavery status, and also don't get attacked on sight all the time. -Fixed a crash when automatically hauling weapons or armour to a full container -Fixed the random broken shopkeepers
-Fixed some of the flophouses not working -Stopped (I think) towns errupting into civil war -Fixed another crash. Keep sending those crashdumps. -Fixed turrets only doing 1% of their damage -Fixed NPCs tagging their allies as neutrals -Escaped slave recognition is now based on an alertness-based timer, same as seeing through disguises -Slavery status improved, you now have 4 states- free, slave, escaping slave, ex-slave. Escaped slaves eventually lose their slavery status, and also don't get attacked on sight all the time. -Fixed a crash when automatically hauling weapons or armour to a full container -Fixed the random broken shopkeepers
As you may have already learned from our recent few patches, most of the Lo-Fi team have been focusing on bug-fixing these last few weeks. Nothing particularly exciting, sorry... But! We do have some juicy shots of Oli's new ruins. A little something different to stumble upon during travels around the New Lands world map.
Here are the variations we have so far but we will also work on more futuristic, otherworldly kind of lost cities too...
Let us know what you think so far...
As for the less flashy stuff, Otto's been finishing off the GUI, mainly it's cosmetic bugs and readability. We do also have a few more animal designs that we can hopefully show off next week though. We should have our path-finding update ready within the week - in case you've missed any of our previous announcements, we've been re-writing part of the current Havok path-finding system. This will be much more reliable and easier for us to fix now, however expect some initial bugs when we first release it.
As you may have already learned from our recent few patches, most of the Lo-Fi team have been focusing on bug-fixing these last few weeks. Nothing particularly exciting, sorry... But! We do have some juicy shots of Oli's new ruins. A little something different to stumble upon during travels around the New Lands world map.
Here are the variations we have so far but we will also work on more futuristic, otherworldly kind of lost cities too...
Let us know what you think so far...
As for the less flashy stuff, Otto's been finishing off the GUI, mainly it's cosmetic bugs and readability. We do also have a few more animal designs that we can hopefully show off next week though. We should have our path-finding update ready within the week - in case you've missed any of our previous announcements, we've been re-writing part of the current Havok path-finding system. This will be much more reliable and easier for us to fix now, however expect some initial bugs when we first release it.