We're back with another patch with some improvements and bug fixes! Your reports and feedback have been amazing so far and we look forward to more as we continue working on the game.
Improvements
Spraying QWERTY with water will make it move away.
World Map improvements v1 (work in progress).
The PGP tax has been reduced from 80% to 5%.
It is now possible to drop only a single item in a slot by selecting a stack and right-clicking in a slot.
The Phoenix Insect is now easier to catch.
Added an Interaction icon to the bottom right side of the screen that displays possible interactions.
Bug Fixes
Fixed an issue where previous Save files could be deleted if an error occurred during Saving.
Fixed an issue where remapping the Movement keys made the Fishing mini-game unplayable.
Fixed an issue where the player couldn't leave the Farmstead.
Fixed an issue where the character would disappear when running with the Mining Suit equipped.
Fixed an issue where the character could still move while playing the Fishing mini-game.
Fixed an issue where the Water Pumps could still function without Power.
Fixed an issue where Tasks would fail to display in the HUD.
Fixed an issue where the Upgraded Gust Tool would fail to remove Pests from a Crop.
Fixed an issue where the Water Tank filling speed was inconsistent.
The above changes were added with version 0.4.14 and a hotfix was pushed updating the game to version 0.4.15 with the below fix.
Fix for player's sometimes no longer being able to interact with things in the game correctly after trying to catch bugs.
Follow us on our socials and join the amazing community in our Discord to share your feedback and thoughts as well as any issues you come across.
The sixth version of our all-new "Spotlight Packs" are LIVE in Perfect Team! This week's Spotlight Packs are available for just 48 hours - from now until Saturday July 8 at 1 PM ET only and include 1 card guaranteed from the just-released Future Legends 2 set!
Each Spotlight Pack is set up where one card is fixed, pulled from a selection of recent content cards. The other 5 cards in the pack will be drawn from any non-live players, using the standard ratio of card tiers and odds. The fixed card in the spotlight pack will be guaranteed to be at least a silver card.
The cards from the selected content set(s) will be weighted to be pulled at the following ratios: Silver cards: 4x Gold cards: 3x Diamond cards: 2x Perfect cards: 1x
This week in Destiny, we’re drooling over more cutscene goodness, taking a peek at upcoming weapon changes, and scoping out the latest update regarding the community-voted Exotic weapon ornament that kicked off earlier this year. Oh, and celebrating the new secret Exotic mission. If you haven’t checked it out yet, you totally should. Not that I’m trying to be your mom or anything, but it’s pretty spiffy. Just saying.
Before diving into this week’s TWID delight, let’s take a quick look back at what was shared last week:
An update on game stability and next steps.
Next week is Lucky Week in fishing.
The Witness’s origins cutscene.
Final round of #DrownInTheDrip.
Current Prime Gaming drop extended to July 19.
Community emblem competition.
Now for what’s coming up:
Tomorrow is Bungie Day!
Cutscene and hang?
Mid-Season weapon tuning preview.
Final Iron Banner heads up.
Show that Exotic fish pride.
We heard you liked Witherhoard.
Now, let’s dive into the latest cutscene that we hope you enjoyed, shall we? Full link here.
It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.
To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.
Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.
TECH UPGRADE
Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. We’ve seen good progress backstage in crafting, MP improvement and animals/wildlife – but it’s the engine upgrades that’ve given us something cool and visual to show off this week.
The tech improvements will be supplying basements, the 32 floor limit and new light propagation system – but clearly a primary focus of it all has been with performance. Using 8×8 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.
The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)
The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player – which has always been used to represent the viewing arc and line of sight as the character turns or moves.
With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.
To replace this in early B42, as a stopgap, we had a much more naïve and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the character’s viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.
However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.
As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it – and also far slicker and more accurate than our old tile system. What he’s done is pretty cool!
As you can see, there’s now much more precise and smooth LOS information than the old tile system ever could muster.
We’re now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.
Where we’ve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but it’s possibly a little too transparent on these lighter tiles.
We’ll continue tweaking until we find something that works best as a default, but as ever we’ll do our utmost to provide settings that will let you adjust it to whatever you’re most comfortable with.
MAPPAGE
It’s been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.
Clearly the Louisville expansion in 41 was very built up, and here there’s a lot of grass and wilderness, but that covered 56 cells – and what you’re looking at here is 430.
Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.
As we’ve discussed previously, a lot of the existing map will be getting a spruce-up too – not least with buildings that make the most of the new height limit.
SANDBOX SETTING SPREE
Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.
PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.
First off are changes to the sandbox settings themselves. The layout’s been redone, and an ‘advanced’ tick box has been added that switches over to deeper settings and selections. We’ve also mixed in a search and separation of settings by category on the right.
Next up, an in-depth set of improvement for the mod UI. Here you’ll find a search function, category filtering, and the ability to add mods as ‘favorites’. There are also added presets for mods, which can then be shared with friends using ‘Share’ and ‘Add’ buttons.
Aiteron has also improved the mod info panel – where you’ll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.
He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod won’t play nicely with.
Finally, but perhaps most importantly, there’s a raft of new info for modders themselves and an expanded functionality for mod.info. There’s options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.
Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order – which he intends to govern the manual or semi-automatic order of mods being loaded.
Here’s what it currently looks like REMEMBER WIP etc! Feedback required!
GRUNTING
The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. What’s more they add a LOT to the experience, and we’ve got some really positive thoughts coming through from our internal testers.
We’ve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:
Currently the exertion noises play too much – especially during extended combat. We definitely need to tone things down or it’s going to get a little too ‘top tier ladies tennis match’. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our ‘heavy breathing’ noises after heavy periods of activity.
So, with that in mind…
BUGS
Look, an aphid. Aint it sweet.
A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
Banshee Prime’s powerful sonic waves meet the razzle-dazzle of Mirage Prime’s mischievous magic in the latest Prime Resurgence rotation!
Add these two powerful Prime Warframes, along with their Prime Weapons and signature Prime Accessories to your Arsenal instantly with the power of Regal Aya. Isolate your opponents’ weak spots with the sophisticated sound waves of Banshee Prime, who wields the versatile Euphona Prime Shotgun and the ever-perceptive Helios Prime Sentinel. Or you might opt for Mirage Prime and her dizzying array of spectro-illuminescent Abilities to confuse and distract. Eliminates foes with either the wily Akbolto Prime Dual Pistols or the pummeling power of the Kogake Prime Sparring Weapon.
Get the latest gear from Prime Resurgence with the help of Varzia Dax in Maroo’s Bazaar on Mars! Trade for it instantly using Regal Aya, or exchange the Aya you earn during Missions for Relics containing Blueprints that you can use to craft Prime Warframes or Weapons!
News: - It is now possible to change the game language to English - New variations of demons have been added to the game.
Corrections: - Options are now also available in the agent menu. - Barrier collision height has been increased to prevent players from jumping over them.