Welcome to the beginning of our build update notes! Since we have the first group of regular testers going HAM on the game right now, we figured it was time to start posting these with patches.
This update sees a lot of initial performance optimization passes that have greatly improved the games playability overall as well as several bug fixes.
First Pass Optimizations
Massive optimization pass on textures used in the game
First optimization pass on materials used in the game
Further LOD optimizations
Optimization pass on fog display in the arenas
Lowered bloom levels in the arenas for better visuals
Optimization pass on ice that covered floor of "Aufeis" arena
Arena Changes
Holes through the ice that led to underwater areas in "Aufeis" arena have been removed until the underwater systems are fully implemented
More loot chest spawn locations added to "Connors Dam" arena
All arenas now have working armor repair stations in them, stations are marked as medical symbols on the compass
Lighting has been adjusted for better display of the character
Contact shadows enabled for detail on foliage
General Changes
Icons have been added to all tabs on the screenshot utility
Projectiles across the board have been sped up between 100% and 300%
The above/Below ground detection in the global tracking system has been updated and now properly shows the tracked players state in this matter. Differing markers have been added to easily distinguish between a tracked player being above pro underground. These markers will update dynamically in real time as long as they are active as well.
A green diamond with the top half filled in will designate a player who is above ground
A goldish-brown diamond marker with the bottom half filled in will designate a player who is below ground
Very basic base implementation of freefall animations have been added. This is no where near complete and very much a WIP
Bug FIxes
Fixed floating chests in arenas
Many chests have had their possible spawn locations adjusted for better feel in the scene
Fixed all reported holes in meshes/terrain/collision
Ground dust particles in flight will no longer be triggered by the underground detection triggers
Issue with chest spawners fixed that was causing high amounts of rubber-banding / lag
Steam name not showing on main menu fixed
Steam name now shows in game hud version text
Observer camera now shows steam name of player being watched
This update brings brand new tracked harvester! Learn to smoothly operate this beast by either keyboard+mouse or the gamepad controller! Joystick is able to be mapped as well! Soon to come are loader and buncher based on the same tracked vehicle platform.
Check out one of our fans playing with the new vehicle:
Another major update for the game are general graphics and visual improvements! We have re-worked the visual processing engine to bring bright and crisp visuals! We really like the new color scheme in the game, let us know what you think about it! Here are some raw screenshots:
If you could notice, we have an update to the 3DCoat Modding Tool, uploaded recently. Folllowing multiple requests, we have updated the RUST items support within the application, since many of those have been incompatible for a while.
Please, check out the update and let us know what you think.
Fix start game. Game optimization. Fix zombie collision. Add indicator to orient objects. Add button delete saved game, in the Main Menu
Note : If you connect a gamepad, mouse and keyboard will be disabled. System automatically detects if a gamepad is connected and selects the gamepad control scheme as default.
One new update is coming to the game! Continuing the latest update, the weapons M4, M16, R700, AWP, SPAS12, .50GS, MP5, PM40, 1911 and AKM [MORE WEAPONS WILL BE ANNOUNCED] will be updated with new sounds...
Also the maps will beter updated with sound quality and new models to improve in-game quality.
Stay tuned! New video on YouTube will come for this update. It will take a time to be updated
I uploaded the promised bug fixes last weekend, and this week marked the first time that we only got one bug report! I don’t know whether to take this as a positive sign that there are fewer and fewer bugs to be found, or whether you have simply become so accustomed to them that you have stopped reporting. In either case, I will go over the list of reported bugs again to make sure that I haven’t missed anything, and please report any bugs you find so I can address them!
In addition to my ongoing work on the pirates, John and I have decided to also start work on implementing the Fruit Gatherer. One of our main considerations for Path to Prosperity has always been to make the game as strategic as possible, and part of that strategy was meant to lie in supply lines for your outlying bases. The problem with this at the moment is that you can simply place Hunter’s Huts in the outlying base and they provide free food for you from nothing (where farms at least need a large upfront investment and a flat area of land). With the Fruit Gatherer, we are hoping to avoid that by making the starting food more limited in late game, as well as tying it further to land use (your gatherers will have to go out into the jungle to collect food for you).
One of the main reasons why we haven’t implemented the Fruit Gatherer so far was the lack of easily identifiable fruit trees. To address that, John has started to model clearly identifiable banana trees with yellow (or green if unripe) bananas on them. Once these are finished, we will implement the Fruit Gatherer and remove the Hunter’s Hut from the game (though we will follow up with a Ranch to get meat back at some point in the future).
Once we have implemented the Fruit Gatherer, we will also implement a similar system to change from the Quarry to a Stone Cutter, who will harvest (and destroy) the various boulders around the Island. Both the locations of boulders and the locations of fruit trees will be partially set per map, and partially randomised, which we hope will add to strategic decision-making in expanding your base, creating supply lines, and in setting the locations for your mining bases.
Please let us know what you think, and don’t keep those bugs to yourself!
- Mump will now cast Rune Chamber first before the first Baneful Blast
===Artifacts/Crafting===
===Talents/Skills===
- Soul Conduit's damage effect now does not scale with Cleansing Ray effect - Convocation's 1 second cooldown is now unaffected by cooldown reduction effect
==QoL===
- Exposed hotkey to switch targets as a keybind
==Bug Fixes===
- Fixed Divine Queen's Tribute not having a tooltip - Fixed Vitalized Flow not decaying - Fixed sometimes in the atlas the item hover link will stop working - Fixed various texts/copies