fixes: dropping home on gabbage costume barrier tutorial can softlock game home sprite error when doing tabby's challenge for the first time after echo possessed mon in prant's cafe, mon exits in center of room
changes: Strawblaze updated various BR PT texts changed Wormy dialogue where he asks you to run on the treadmill after you've already hired him taxi tutorial not played for know it all blessing anymore moved plant mature cutscene priority above toast cutscene so you don't get two separate toast cutscenes after helping a plant mon while other mons are waiting to give you toast
I'm working from a spreadsheet compiled from our Discord, but some other things on my to-do are fixing the bounce minigame speed cap bug, making it clear which puzzles in JPD are solved, making Know It All Blessing prevent costume tutorials, Giving the last couple of soldier mons better later dialogue, fixing mon locations on the photos tab.
Thank you guys for your continued support. I'm really trying to make 24K the best it can be with your feedback.
Week Sixty-Eight’s update is here, and with it comes a batch of performance improvements that have been championed by our dedicated performance team, and tested by our community.
Improvements to Memory, Stutters & Garbage Collection, and Engine Performance are the core focuses, and you can read more detail about what these changes mean for performance, and how we went about identifying and improving them, below.
Jump in and have a read.
Performance Improvements
As mentioned last week, our dedicated performance team has been busy looking for areas in Icarus where we can find optimizations. If you want to read in detail about the 6 areas of focus for our team, you can do so here in our Week 59 update. To summarise, these are Engine Performance, Game Systems, Memory, Stutters & Garbage Collection, and Connection.
This week's fixes fall under Memory, Stutters & Garbage Collection, and Engine Performance.
Removed overlap events from various collision objects on animals and changed some components to be ‘non-physical’. This should improve performance with animals moving around, as it limits how many events can happen when an animal moves around an area of the map
Fixed duplicate spawn of aim assist component on animals
Fixed aim assist component triggering multiple overlap updates during spawn. This was a small bug which duplicated the process and caused a small hitch when animals spawned
Removed root motion from idle animations for Buffalo
Made talent trees share a pool of popups rather than each having its own. This has a significant impact on load times when changing maps (on average about 5 seconds faster). This had an effect when moving from the character select > HAB > Prospect
Fixed a use case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
Improved performance of ‘talent requirement checks’ by avoiding data lookups where possible
Fixed settings from auto-saving during initial load and then recursively rebuilding their widgets
Fixed the settings screen from being constructed multiple times when the UI first gets built
Fixed deep vein ore deposits setting their material twice on the servers during startup
Cached a lookup of the replication state of stats to allow for faster replication updates when stats change. This speeds up the host working out which stats need to be sent to clients when stats change
Fixed stat container updates triggering multiple events per rebuild
Removed all critical hit logic from the stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat that was still using this was the chance to immobilize on throwing knife crit
Fixed issue where hits against inanimate objects were being considered as crits
Envirosuit slots no longer get rebuilt every time the players' stat container updates
Removed expensive gathering function from the atmosphere controller. Replaced calls to directly grab the variables that are being used instead
Changed dropship parts to no longer tick and no longer animate while not rendered
Disabled collision with the dropship door (while landed)
Objects that can be sat on no longer tick when they aren't in use
Moved some audio systems tick to during physics as they do not contribute to actor positions. Audio systems being moved to the physics tick is due to them being a good candidate as they don’t influence object positions and therefore can be done separately
Disabled overlaps on the root mesh of equipped items
Disabled overlaps on tree proxies
Optimized some calls to the firearm controller in the players animation bp
Prevented armour meshes from being created on dedicated servers. This was an obsolete update cost that impacted performance due to servers not rendering cosmetic meshes
Improved item trait retrieval speeds of several traits by improving the time required to access categories in the data tables.
Part of this week's optimization patch has been focused on reducing the performance costs of animals in the world. The cost on the CPU of animals can be broken down into three categories: processing their AI, moving them/updating their collisions, and updating their animations. In particular, we’ve focused on improving the performance related to animal movement.
When an animal moves, it continues along a path that the AI has already picked out and updates its collision along the way, which requires it to update its physics and this causes further physics checks to be performed. Animals not only have a skeleton and a collision that is updated but also some additional colliders which are used for overlap checks in various different cases during gameplay.
In assessing the additional colliders it was determined that many of the events they where setup to trigger overlap events which where being handled elsewhere or had been removed. Due to this we were able to disable many of the channels that these colliders where responding to and in some cases removing them all togethers, drastically reducing the number of update triggers.
A single overlap has limited impact on the CPU, but this would trigger a ripple of other physics updates such as animal animation, sending the position of the animal to the server and then relaying this information to the local PC, and this could happen for every animal active at that time. When you consider ten animals, each with colliders triggering overlap events, updating three times per frame, you can see how this cost would become noticeable to performance. Though these events are generally quick to handle, any reduction in the amount of calls reduces the load on your computer.
Our change ‘Removed overlap events from various collision objects on animals and changed some components to be ‘non-physical’ directly addresses this issue, removing obsolete overlap events and limiting the number of events occurring simultaneously.
We hope this explanation gives you some insight into the details of our ongoing performance optimization!
Galileo Progress
This weeks progress on Galileo has been focused on our bestiary rewards, connecting progress to the rewards so they are correctly granted to players.
We also spent time working on the various UI elements related with these milestones, and the system is making steady progress towards a viable test product.
We have also added 5 other different ways to gather information about creatures, so there is variation in the available milestones rather than just pure ‘hunting’ totals.
Changelog v1.2.43.108956
Optimisation
Reworked creature spawning to be spread over multiple frames. This should reduce hitches when new animals spawn in
Removed overlap events from various collision objects on animals and changed some components to be non-physical. This should improve performance with animals moving around
Fixed duplicate spawn of aim assist component on animals
Fixed aim assist component triggering multiple overlap updates during spawn
Removed root motion from idle animations for Buffalo
Made talent trees share a pool of popups rather than each having their own. This has a significant impact on load times when changing maps (about 5 seconds faster)
Fixed case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
Improved performance of talent requirement check by avoiding data lookups where possible
Fixed settings from auto saving during initial load and then recursively rebuilding their widgets
Fixed settings screen from being constructed multiple times when the UI first gets built
Prevented multiple refreshes from happening in one frame in the cheat overlay
Fixed deep vein ore deposits setting their material twice on the servers during startup
Moved map manager saving of map state to code. Merged map manager save data gathering functions to prevent additional iterations of the map tiles
Cached a lookup of the replication state of stats to allow for faster replication updates when stats change
Fixed stat container updates triggering multiple events per rebuild
Removed all critical hit logic from stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat that was still using this was the chance to immobilise on throwing knife crit
Fixed issue where hits against inanimate objects were being considered as crits
Envirosuit slots no longer get rebuilt every time the players stat container updates
Removed expensive gathering function from atmosphere controller. Replaced calls to directly grab the variables that are being used instead
Changed dropship parts to no longer tick, and they no longer animate while not rendered as it was still happening in the background
Disabled collision with the dropship door (while landed)
Objects that can be sit on no longer tick when they aren't in use
Moved some audio systems tick to during physics as they do not contribute to actor positions
Disabled overlaps on the root mesh of equipped items
Disabled overlaps on tree proxies
Optimised some calls to the firearm controller in the players anim bp
Prevented armour meshes from being created on dedicated servers
Improved item trait retrieval speeds of several traits
Added missing D_StatAfflictions from previous commit
Fixed issues with blueprint tooltips not showing alteration packs correctly
Fixed issues with blueprint tooltips adding a copy of the set bonuses text each time the tooltip is hovered
Fixed
Updates and improvements to distancing for the transport pod. Removing old profilers
Update Maximum Loops to prevent PIE crash in new missions.
REMNANT: Added failsafe tracking of radar scan locations (will now additionally be marked as complete if there is a scan in the area at any time, note this may not fix missions in-progress)
Fix enzyme geyser audio, which was broken due to a change to OverlapAudioComponent which resulted in non-unique component names in subcomponents. Fixed by changing subcomponent ownership from the owning actor to the overlap component itself
Remove execution pins from a new storm particle system that was added for DLC and is making it look like existing weather is severe (internal only)
FIRE WALK: Re-apply cannot decay modifier on crate after reload to prevent cases where the modifier fails to load
Fixing up Item Static which had some things marked incorrectly as DEV
Fixing up Item Static which had some things marked incorrectly as DEV again
IRONCLAD: Added failsafe for loss of snap points
Fixed bug where animation played when receiving a new modifier sometimes obstructed crosshair
Future Content
Fixing Caves On Green Quad and Updated Arctic Cave, Prometheus
More visual updates on Prospector field guide UI
Setting up Heatmaps for Olympus and Styx for the different fish spawn locations and creating spawn zones based on each heatmap
Hooking up New Olympus & Styx Fish Spawning Heatmaps to their respective terrains
Adding rockdog vomit audio, event and notify
General clean up and polishing in Blue swamp, deep swamp underwater dressing in Green/Blue, DLC
Aquariums now swap to use their dirty mesh when they are not connected to active power / water connections
We're thrilled to announce a major update to our game, featuring the all-new Endless Mode! Thanks to Flightpath's procedural stage creation, this mode offers a unique experience every time you play.
In Endless Mode, your skills will be put to the test as you attempt to stay afloat for as long as possible. Be prepared for tougher enemies as you progress further. Luckily, we've added a host of new booster items to help extend your basic upgrades.
Making choices is crucial to your success in Endless Mode. At the start of each new stage, you'll be presented with a choice of boosts or debuffs. Choose wisely, as taking too many boosts early on may leave you vulnerable to debuffs when the game gets harder!
To make this mode even more exciting, we've also included a range of achievements for you to unlock. Brag to your friends by flying the furthest, destroying the most buildings, or rescuing the most VIP ships.
We can't wait for you to try out the new Endless Mode and see how far you can fly!
Trailer:
Changelog: v 1.10b - Endless mode added! - Updated to Unity 2021.3.21f1 - New player gauges UI - Added a new stage opening for bonus stages, so you know you're free to destroy everything! - Various weapon / enemy damage balances - Improved UI navigation to better support keyboard only (non-mouse) configurations. - Improved control remapping to avoid double-selecting the same button for two actions. - Fixed a bug that made it that primary weapons wouldn't preview on Micah's workshop. - Fixed a display bug on the Pause menu. - Worked around a Unity bug that failed to load the previous control mapping config properly. - Fixed a control remapping configuration problem for cutscenes.
Hello everyone A few places on the testLevel map have been adjusted, -Adjusted the grass of the testLevel map. -Fixed trunks and rocks with Normal showing dark parts -Fixed Rocks and cliffs materials and LODS of testLevel map -Adjusted Illumination and post processing Map testlevel -Adjusted Night Brightness and Weather system of testLevel
Animals
-Added Wild Dog with all stages Baby Juvie SubAdult Adult
-Reduced the points of all animals
-In the next update we are working on the elder stages for all animals so they all look like lion
Hyena
- Increased Hyena's armor
Lion
- Increased damage of Lioness -Increased Lion Elder's growth time
Into the Dead: Our Darkest Days - Harriet_PikPokCM
Well, hello there, new followers!
So thrilling to see a spike in wishlisting recently. We're over the moon that our game seems to be finding its players.
For those of you who've just joined, we're committed to doing developer updates every second Friday. This is to give you a little sneak peek behind the curtain of development (which, personally, I love to see with games that I'm looking forward to) and also give you confidence that we're making progress and we have the chops to follow through with our promises.
For the most part, as the community manager I share updates of things that I see the team working on that I find interesting - I'm there with them in the office, so it's usually a matter of looking over their shoulders and bugging them for files - but as usual feel free to let us know if there's a particular part of the development process you're interested in or more you'd like to see of certain areas. I can't promise we can reveal everything, but if there's something you love, let us know.
We're also working on some longer form behind-the-scenes interview content that focuses on different areas of our title, so keep your eyes peeled for that in a little bit.
Something that I stumbled across recently were these physical level design sketches by our Principal Artist E'van Johnston, which I loved so I wanted to share with you all. Obviously a lot of our work is done digitally these days and for the most part that's the world we inhabit, but it's always nice to see things getting a little acoustic every now and again.
And, of course, eventually these ideas turn into something a little more solid, and we can begin to flesh them out (no pun intended)...
And since we loved your answers to last week's strategy question, we've got another one for you today:
If you were looking for food shortly after a zombie apocalypse had swept the world, where's the first place you would scavenge? Head to the grocery store, which has a high likelihood of stock but a massive risk that others would have the same idea? Head out to the rural countryside to pick off an animal and take your chances against a farmer with a shotgun? Or a slightly more obscure place that perhaps fewer people would have thought of...?