- Fixed a bug where a Friend needing rescue symbol was displayed at the Entrance of [Inside the Earth] during the escape event when the African White-faced Owl or Eagle Owl were not rescued. - Fixed a bug where the "Boss battle time display" setting was copied to the config setting displayed below when loading data older than version 1.27.0 with version 1.27.0 or later.
For a while now I’ve been wanting to rework the terrain magic tool, and I’ve finally found time to improve the tool’s usability, functionality, and performance.
Noisemaker
I’ve changed the name from Terrain (or Map) Magic to Noisemaker – more straightforward and should be less confusing to differentiate from the Terrain Wizard.
Now, each noise pattern selector animates to preview how the pattern looks. And, I added an optional overlay on the map that displays the active pattern.
The parameters are largely the same as before, but with additional text context instead of just icons. I also added a toggle to invert the active pattern’s colors.
And, like the image wizard, the noisemaker provides two resizable draggable areas, one for the active area and another for the full generation area. The full area determines how big the texture is and the system generates elevation/plants only within the bounds of the active area.
Backend Improvements
My primary focus for this update was to rework and optimize the backend system for reading texture data and using it to create elevation or spawn plants. I had previously disabled the functionality that enabled plant spawning since it wasn’t very performant.
I spent a lot of time figuring out the best way to distribute plants based on their size and on the color value of the texture at any given location/time. Parameterizing the system to control plant density and color cutoff was a bit of a headache, but I’m very happy with the result!
One thing to note about the Canopy Cover option, is that the system works one of two ways: 1) If you have a palette selected, the system uses all plants from that palette. 2) If you do not have a palette selected, the system chooses randomly from all plant assts
State Logging
Previously, one of the downfalls of the Noisemaker was that you could not undo anything you made, which was problematic. It’s not so fun to experiment with a tool that could dramatically change your map if you can’t undo the changes!
In this update I added map state logging so that the blocks and plants are cached when you press play, and the changes are logged when you hit pause. This way you can make as much noise as you want and then revert changes if you need to.
Polish
Fixed a bug that prevented certain model file types from importing.
Fixed a bug where a blank settings file would not allow the application to start.
Hello Everyone! This is a small update that fixes an issue where the price for zombie house upgrades don't reset upon a new game. also, the minimum spawn rate for MGD's has been increased slightly, so as not to overwhelm the player. And a few other things.
Anyways, thanks for playing! And let me know of any bug's glitches, etc... at riseoftheclackn@yahoo.com.
Update log: Update 1.10.10 8/18/22 -Added shot count to the shotgun's -Zombie house upgrade cost now properly resets, upon starting a new game -Increased shooting range of weapons, so that you can now shoot far away zombies in zombie house mode -Increased zombie walking speed slightly -Increased minimum spawn rate for machine gun dudes, so that they are not as overwhelming
New safety features for saving and auto-save. Previously saves could become corrupt in rare instances.
Quitting the game or going to the main menu will wait for any saves triggered to finish first.
Tree growth has been split from being triggered on one frame every few seconds to split up over every frame within the 1 second when started—removing a spike issue.
This week at Bungie, we’re talking Season 18 mods, Arc 3.0, and some additional save the dates.
Not too much longer before our grand Showcase, Guardians, and believe me when I say that we cannot wait to show you all what’s next. It’ll be a fun time for all, but... August 23 isn’t quite here yet, so we’ve got some juicy morsels for you to mull over in the meantime. How does talking about Season 18 mods, more Showcase details, and a closer look at the next subclass rework sound to you? Sounds good? Great, let’s get into it.
New Features - added pipes and tobacco for smoking; they're available for purchase in the capital cities and several other towns - more customization options available for the kakam - sails and other custom parts now add weight to your boat - junk and gaff sails now reef in the opposite direction (except Al'Ankh gaffs) - the big ships can now be cleaned in shipyards for a fee
Balance Changes - entering a shipyard no longer costs gold; you will now be charged the shipyard fee when confirming an order in the shipyard instead - reduced the frequency and intensity of the water splash effect in calm water to make it slightly more realistic - increased the range of the mouse sensitivity setting; this means you will most likely need to reduce your mouse sensitivity to match the previous setting
Bug Fixes - you can now place maps on tables - your food, water and energy should no longer decrease while in a shipyard - fixed a bug where disabling control hints in the settings would hide item prices in shops - your current alcohol level should now save correctly - various other minor bug fixes
August has been extremely busy for the team, with Tiny Teams 2022 being earlier this month and Emerald City Comic Con happening this weekend. Our composer, Crashtroid, will be there for on Friday and Saturday to show off and chat about the game! Make sure to keep an eye out for Peglin in the Indie Game Showcase! Additionally, please give a big shoutout to our developer friend, Jaspel, for releasing Backpack Hero into Early Access! It’s another Roguelike game that we think Peglin players will quite enjoy, so we've bundled up and if you own Peglin you can get Backpack Hero for an extra 5% off their launch discount! We've also created the new Hero's Backpack relic to commemorate their release!
And without further ado, the patch notes for v0.7.48:
New Content
- [Relic] Hero’s Backpack: Orbs receive +1/+2 for every following connected orb of the same type. - [Orb] Worbhammer: A new dense weapon orb that has Overflow by default and gains shield smashing abilities as you level it up.
Bugfixes & Improvements
- Infernorb has a new functionality that burns shield pegs in one hit. - Small art fixes for the Electropegnet and Forest background - Changed the Japanese font so that the few broken characters are fixed - The duplication mirror scenario no longer appears when you have no orbs. This should fix the softlocking that was caused. - Custom Loadout UI has been updated again - Shield Mage Miniboss damage reduced to 4.