**Additions** - 2x, 4x, 6x optic options added - Added silhouettes to each inventory slot - Finally added tooltips to the medical conditions with a bit more info - Added notification when trying to reload without a magazine in acceptable inventory - Added notification when trying to shoot a gun with an empty chamber - Added whistling to attract zombies - Added two new zombie variants - Zombies can hear stuff now (in the future they won't run directly towards noise, instead they will meander towards the general area) - Suppressors function to greatly reduce zombie attraction radius for gunshots
**Changes** - Adjusted drop chance of many items - Max range of bullets increased by 4x - Zombie brain upgrade: Zombies now traverse around obstacles better, and can now walk on to player built objects - Zombies now have slightly varied movespeeds - Optimizations for multiplayer health effects - Pressing Escape while map is open now closes the map instead of opening the settings menu - Increased the size of the menu button in the Escape menu to make it easier to find - Adjusted red dot brightness to be slightly more usable at night - Changed buildable storage to only be openable by owner in PvE and No Raid
**Bug Fixes** - Fixed bug where objects that weren't built when exiting to menu would still save - Fixed issue with crafting and stat menus disappearing if double clicked - More collision fixes on existing buildings and objects - Fixed keybinds menu not working in main menu - Changes to death event to prevent player dying on some clients but not on others - Fixed bug that prevented taking damage when starving - Fixed some sounds not working as expected in multiplayer - Changes to buildables and ground items to prevent max UObject error
I thought it would be a cool idea to do some short dev logs during the stages of developing Unknown Presence where I can show things that are still being made and tell you all new information about the game! I'll try and do a new one each 2 or so weeks.
The first thing, I have swapped over the spruce trees from the older model to a newer better looking and better optimised version. I have also made it so that when the player walks through the leaves they will move.
A VERY early image of a new location that I'm working on, I only started working on it a week ago so still have a look of work to go, but I'm sure everyone will love it!
That's all for this time, enjoy an extra sunset screenshot looking over a small part of the map! I'll try and add more details in the future dev logs!
NEW Feature - Overworld Sailing - First pass of sailing added where you now sail between islands. All three islands are accessible by sailing and there is some loot around the sailing map, but no interactables yet. The map is blocked by darkness until more areas are added <3 The map shows common sailing routes by default, but it can be disabled in the options menu if wanted.
NEW Feature - Logbook Crew Manager - Now you can recruit a full crew on The Unnamed (...well, okay, only a few dozens of crew) and can control who is in your landing party versus who are “inactive” (on ship).
NEW Feature - Free camera - A drone (dragon?) camera usable in acts and in adventure mode. Also allows pausing the game while in free camera, so besides some other cool things, it also makes virtual photography easier and more fun.
NEW Feature - Save system rework - Added automatic grouping of saves based on character, and added the ability to delete saves. Added back button to save menu. Saves now also include location and playtime information.
NEW Feature - Context menu first pass - This means Dyes! All the dyes! So much dyes now! Even emissive dyes! Also a bunch of additional features for future passes <3 One book is also readable now as a test (good luck finding it tho!). One very loud object is also interactable now. This also allows you to destroy items.
NEW Content - NPCs and decorations pass on Iskaai - 6 NPCs to meet, places to see, loot to find, etc, around the place. Including decoration pass for Herlstead. Note: No unique loot at least not yet.
(r32b) NEW Content - MFxM act with Bers on Iskaai - No job like blowjob!
Added center map button to map.
Added swim idle, swim slow, and swim getting out of water audio.
Added water footstep audio.
Added TAA as an antialiasing option (greatly reduces edge pixel shifting when sailing).
Added H(ide) key detection for Showroom/Character Creator to toggle windows.
Added island act controls to use silver colored text for current camera mode.
Improved Showroom POV camera offsets based on species.
Improved narration of when it’s too early to sleep or the player is not tired enough yet.
Improved map icon positioning of icons on Skiia and Kizan.
Improved camera collisions with ceilings when indoors.
Improved POV camera clipping to reduce shadow flickering and clipping (still clips inside actors in some oral acts).
Changed cursor to stay active when dragging items in inventory (fixes steam's controller action state handling).
Changed river water splash entry to non-deep variant.
Changed map position tracking to track player instead of camera.
Changed starting actor pooling size from 6 to 15 (helps alleviate a stutter ever the actor count exceeds what is pooled).
Changed act camera icons.
Tweaked waterfall particles on Kizan.
Tweaked splash particle effect starting sizes and alphas.
Tweaked swimming audio volumes.
Tweaked footstep audio volumes.
Tweaked weather audio volume (halved).
Tweaked collision settings for weather systems.
Tweaked how to play font sizes to be bigger and more readable.
Tweaked auto saving behavior (namely preventing saving while still loading).
(r32b) Fixed typo in Kess dialogue.
(r32b) Fixed jewel box colliders in boat on Iskaai.
Fixed Showroom look at target and head rotation ignoring timescale.
Fixed terrain not reflecting correctly on Iskaai.
Fixed Horveek and his guards referring to some players incorrectly as if they had sex with Horveek.
Fixed Lyvfolk spawning without horns (existing prey that were actually Lyvfolk should grow their horns back).
Fixed actor spawners potentially having Lyvfolk as a possible candidate in unintended locales.
Fixed some actor spawners never reactivating if rolling 0 spawns.
Fixed some actor spawners with a chance of 0 spawns being super aggressive in respawning.
Fixed inconsistencies in NPC expression triggering.
Fixed various conversation double spaces and spacing / tabbing issues.
Fixed various conversation genitalia tests.
Fixed Heev missing automatic repair when loading a broken/old actor.
Fixed inventory toggling not correctly saving cursor state.
Fixed numpad +/- keys not respecting current speed for the orbit camera.
Fixed wind interactions with some jiggle components (namely map markers).
Fixed playlist controller handling where sometimes it would not end the ambient song.
Fixed equipment on crew unequipping incorrectly when recycled.
Fixed cloned crew not unequipping default items correctly.
Fixed loot tables not allowing multiple spawns of an item if the item is unstackable.
MODDING - NEW - Moddable dyes: It is now possible to add custom dyes into game.
MODDING - NEW - Item combining: It is now possible to create item combinations to create new items (paper + ink = pink, the adventure game logic thingie)
MODDING - NEW - Item conversations and papers: It is now also possible to create objects you can “talk” with (use yarn with), and create papers that display raw text.
MODDING: Added forcedCharacters property to mod spawners.
MODDING: Added currentLocation display to debugging display.
MODDING: (r32b) Fixed reloading mods button.
MODDING: Fixed mod spawners not being able to assign heev subspecies.
MODDING: Fixed mod spawners not getting subspecies assigned.
MODDING: Fixed modded characters spawning on vanilla spawners with custom entries.
MODDING: Fixed debugging display listening to inputs while not visible.
MODDING: Fixed mod loader potentially using wrong encoding when reading yarn files.
MODDING: Fixed handling of mixed slashes and backslashes depending on the operating system.
MODDING: Fixed mod spawners ignoring island setting. Would always spawn on the current island.
MODDING: Fixed mod spawners defaulting to 2 if minimum was unset, now defaulting to count as in docs.
MODDING: Fixed modded character bytes not registering properly.
MODDING: Fixed the spawn_unaltered setting not skipping palette changes for prey.
MODDING: Changed logging of how mod replaces vanilla yarn files. It is now an error if the node fails to compile.
MODDING: Changed some item color masks to support the vanilla dye system (some modded item colors may be changed not how you want them).
With Call of Duty®: Modern Warfare® III officially live, the community has begun its journey through the ranks of a packed multiplayer mode and an open-world Zombies experience.
The momentum continues with a free Modern Warfare III Season 1 content drop featuring all-new multiplayer maps, the return of Gunfight, mysteries hidden within Modern Warfare Zombies, the arrival of a new Call of Duty: Warzone™ destination in Urzikstan, and more.
Here’s your first glimpse at Call of Duty: Modern Warfare III – Call of Duty: Warzone Season 1 arriving later this year, ahead of the main Announcement comms.
MULTIPLAYER: ALL-NEW MAPS
Three all-new 6v6 maps join the rotation for Modern Warfare III Season 1, with the first two available Day One. Take a look at the new locales below and stay tuned for a more detailed preview of each new MP location in the upcoming Announcement comms.
Meat [Season 1 Launch, 6v6]
Become the best butcher on the block in this compact map centered around the East Bay Meats slaughterhouse.
Greece [Season 1 Launch, 6v6]
Prove you’re no mere mortal in this medium-sized Mediterranean-inspired Map based on a coastal town.
Rio [Season 1 Reloaded, 6v6]
Take in the bright colors, tight quarters, and elegant streets in a fight through an upscale shopping center.
Modern Warfare III – Call of Duty: Warzone Season 1 brings fresh modes, including the return of fan favorite Gunfight to scratch that 2v2 itch.
Stay tuned for the official Season 1 Announcement blog to learn more about additional Multiplayer content, including returning 2v2 maps. Until then, here’s a taste of the all-new Gunfight 2v2 map arriving in Season 1:
Training Facility [Season 1 Launch, 2v2]
Face off in a training course complete with a central shoot house and plentiful climbing opportunities.
ZOMBIES: RIFTS AND WONDER
The Modern Warfare Zombies story continues in Season 1 when Strike Team Operators are tasked to investigate a massive, mysterious gateway that has appeared in the Exclusion Zone.
Enter the Rift: Inside Dark Aether Rifts, Operators will encounter a sinister and chaotic challenge, with limited time on the clock to complete objectives and escape with their lives (and sanity). Dark Aether Rifts are a new end-game experience to master once players have completed the seasonal mission.
Friend Zone: A modified V-R11 Wonder Weapon packs a punch, transforming enemies, Zombie or Human, into loyal allies.
Gear-up: A new category of unique acquisition schematics that will test the player's skill to unlock.
CALL OF DUTY: WARZONE: WELCOME TO URZIKSTAN
Fight through the all-new Urzikstan map, an urban landscape incorporating 11 major points-of-interest for Call of Duty: Warzone. From the iconic Popov Power Plant in the north all the way through to the Zaravan Suburbs in the south – there's a new favorite hot-drop for everyone.
Gameplay Update:Call of Duty: Warzone will be updated to include many of the new movement mechanics, encompassing maneuvering from both Call of Duty: Warzone and from Modern Warfare III. Examples include Slide cancelling, Tac-Stance and more. Expect further details soon.
Take Off: Horizontal Ziplines? Check. Drivable Train? Yep. Stay tuned for more details on the multitude of ways to traverse Urzikstan.
Call of Duty HQ Update: Squad up and jump between Modern Warfare III and Call of Duty: Warzone with an update that will make switching between titles more seamless.
SEASON 1: FULL COMMS COMING SOON!
This has been a glimpse into the massive Season 1 content drop. Modern Warfare III Season 1 packs a punch, with a slate of content for players across all online modes. From all-new MP maps, Zombie-infested action, and a new Call of Duty: Warzone destination there’s something for everyone.
There’s still room for surprises throughout the season including MP Ranked and a special snowy event at mid-season and more. Stay tuned for even more detailed intel in the coming weeks.
I have officially finished all of the functionality, edge cases, saving, and now also the new (placeholder) model of the wagon maker building.
The changes have been uploaded to the experimental branch, so let me explain how to use the building so you can try it out before I add the tutorial chapter for it. The building itself costs 1000 coin and 100 wood to build. Once the building is constructed, there is a button on the left side of the building book. Clicking on it starts the wagon creation process, and costs another 1000 coin. Once the creation process has started, the building requires 400 wood and 200 fruit for input, which will be brought to the building by available logistics workers of the village. After that, the construction process begins, which takes 5 minutes (all material costs and times to potentially be adjusted). Upon completion, the building calls for 4 villagers from the port, who will arrive with the next ship and walk to the wagon maker. Once all of the villagers have arrived, the wagon will become functional, and can be sent to make a new village.
I will try to create the tutorial chapter for the wagon next week, after which everything required for 0.8 to be finalised will be finished.