Added build mode setting for adjusting placement when scaling
Added "Remove all waypoints" to server tab
Added "Stop all activities" to server tab
Added unwrap mode for materials
Added part destruction indicator to hull integrity
Added reset zoom keyboard options
Added fuel cable visualization during placement
Added transfer warning dialog to inform the player if the runway or drydock already has a vessel when attempting to transfer
Added "Long fuel connector"
Added "BoatTunnel" part
Activities can now be accessed from the map
Transfering vessels now removes the original
In progress vessels that have no been saved will no longer be deleted when exiting the build area
Made part filter button tooltips faster
Fixed some sync issues with crates
Fixed bug where picking up crates from the bottom of a stack would not cause the stack to fall
Fixed a PhysX bug with ropes and mirrored parts
Fixed bug with amount dialog
Fixed bug where waypoints on the map can display over UI / buttons
Fixed a warning in main menu
Fixed a multiplayer bug where Nautikins revived on vessels could float slightly until they move
Fixed timing issues with complex boats with many seats that could cause problems with Nautikins
Fixed multiplayer bug that caused control to be released when destroying someone elses seat
Fixed a bug with aircraft audio when joining sessions
Fixed multiplayer bug related to rejoining / respawning client vessels after disconnecting during spawn
Fixed a spawn order problem related to sub vessels
Fixed some problems with immortal async threads
Fixed some map bugs where icons would move around on clients while being launched / recovered
Fixed a bug with store inventory calculations and amount dialog
Fixed a bug with fuel transfer rate when engine is running and both tanks are full
Fixed some timing issues with dropping items and players joining in multiplayer
Fixed a bug with collision event tracking related to items
Fixed Ramp part config
Fixed some problems with material groups related to lights
Fixed some weird behavior with undoing mirror parts
Fixed a bug with Unity logging
Fixed a bug with ballast tanks being controlled in aircraft mode
Fixed a bug with fog lights
Fixed a bug with platforms related to spontaneous levitation
Fixed a bug that prevented using crew disembark button as observer
Fixed a bug with platform movement and rotated parts
Fixed a bug with platform movement in first person
Fixed a multiplayer bug with Server cleanup all options
Fixed a bug that allowed exiting the build area while a vessel was still being loaded
Fixed a bug that allowed loading in build area while a vessel was still being loaded
Fixed a bug where server tab could become enabled on client
Fixed a bug with cleaning up items
Blind fix for some spatial audio issues
Center of mass will now reset to default position when re-entering an empty build area
Center of mass will now reset when creating a new vessel prior to placing the first part
Improved jet engine placement for normal align
Nautikins now adjust for sea level changes in multiplayer
Anchor chains will now change max length with sea level changes to prevent pulling small boats underwater
Changed the way physics works when attaching boats to docks with ropes to better match harpoons
Changed behavior for adjustments for parts with placement triggers
Changed default chat enable state in multiplayer for server
Improved physics behavior when Nautikins are tied to objects
Improved position sync when launching vessels as clients
Can no longer attach ropes to climbing Nautikins
Activities will now populate while the UI is open when new activities are available
Activities will now update in multiplayer on clients when the server changes activities while the UI is open
"Paint mode" now displays as "Paint" to save space
Updated configs for fixed weapon normal align
Updated welder LODs
Stores no longer attempt to calculate cost in sandbox mode
Airport buy shack now sells fuel cables
Improved buy shacks ability to refill multiple stacks
Improved dropping items at feet when obstructed
Store inventories are now cleared when full of sold items
Store inventory UI will now refresh if you happen to have it open when it refills
Buy shacks now have more slots
Fuel cable setup will now cancel when you change Nautikins and other obvious cases
No longer prevented from using ropes while on ladders
Fuel connection will now cancel if connector is destroyed
Fuel cables will no longer be destroyed when they lose line of sight
Fuel cables will now be destroyed when they impact something with significant force
Fuel connection setup can now be canceled with right click the same as ropes
Fuel cables can now be destroyed by projectiles
Fuel cable setup is now started with right click to accommodate other options
Items dropped on parts that have been destroyed will now be destroyed
Dropped items will now move with moving parts
Updates to debug info
Steam client send buffer failure will now trigger an auto disconnect
Build mode undo stack is now more robust
Mirror mode is now tracked by undo stack
Logging now prints game version
Audio sources are no longer pooled
Flares can no longer damage vessels
Current activity details are now cleared when ending activity on server
Mod manager now checks to see if mod is already loaded when attempting to load a mod after rejoining a session
Improved vessel angle synchronization in multiplayer
Notes
This build mostly contains things that were pushed out of the last build for one reason or another, including some user requests.
Vessels that have not been saved or vessels with unsaved changes will no longer disappear when clicking the "Exit" button in the drydock. Instead the in progress vessel will sit there until the next time you activate that build area. This is useful when exiting the drydock to check on other things rather than launching. Additionally launching a vessel does not remove the in progress vessel from memory so the behavior of "Exit" and "Launch" will now be consistent. The only way to clear it out now will be a deliberate action such as creating a new vessel or loading a different one.
The goal of the rope changes is to make boats more maneuverable while tied to docks and prevent boats being pulled underwater with tide changes. It is still possible to get pulled under with ropes if you do not tie them off above the water.
Slow move is activated with the space bar. Slow move can be used in combination with Fast move to produce a sort of medium movement speed relative to the normal movement.
The unwrap mode is similar to the paint mode for materials in that it changes the appearance of the material, mainly to make smaller shapes look better / less tiled when scaled larger. Tiling is the default mode. Some meshes work well with unwrap, mostly uncomplicated parts like cubes and simple shapes, other things like complex hulls need to be reworked maybe in the future to better support unwrapping. Not everything will look good unwrapped.
The part destruction indicator will become active if a part is destroyed meaning the boat is beyond repair and that the hull integrity may not represent the status of the entire boat being fully repaired but rather that every remaining part has been repaired.
You can use ropes while climbing on ladders but ropes cannot be attached to climbing Nautikins.
Leaving default Player.log enabled until the next build because crashes have not reoccurred. It's possible the engine crashes because Player.log is not enabled. That would be ironic. Then I will probably disable it if and see if crashes return.
Long fuel connectors are sold at Portus.
Fuel cables will still use line of sight to prevent self collision with the vessel, meaning that if the cable starts wrapping around the vessel it will break, but it will no longer break from other objects lightly touching it such as Nautikins.
Saved dropped items will be lost because the save structure has changed to accommodate moving parts.
With update 1.0.2.0 we are introducing a new backup system that will create an additional backup copy of your current selected save one time each day and a skill stack counter so that multiple of the same skills not clutter up the skills section on the stats window (or build viewer) and directly shows how much stacks of a skill you have aquired.
As a short recap, a hotfix yesturday which was live for a few hours messed with the save files resulting in lost progress. If you have lost any progress due to this bug please contact us and we will restore your progress, more information on this at our yesturdays post:
New Backup System: Errors that can happen will happen sooner or later, so we took this as a lessons learned and implemented a backup system that backs up your current selected save file one time each day on game start. This will also make it possible for players that messed with the save file on mistake to restore their progress. As this error caused quite some inconvenience it also contributed to improving the game.
Skill Stack Count on Stats: In the stats window and on the build viewer in the skills section you will now only see one instance of each skill with the amount of skill stacks for each skill. This will make it possible to see how much of each skill you have active whithout having to count. You can also hover over the skill in the skill section and highlight all instances in the skill tree to faster locate them.
Improvements:
Changed vsync mode to fix micro stutters that have been reported. Please keep us updated on this if the change improved it or made it worse as this will depend on the operating system / PC setup/ graphic driver settings etc.
Improved basement map lightning (v.1.0.2.0b)
Increased skill stack number size in stats window and build viewer (v.1.0.2.0b)
Enemy spawns created by other enemies are now as well indicated by red spawn circles (v.1.0.2.0c)
Fixes:
Language is now properly saved and not reset after a few game restarts
Fixed farmer and rogue unlocks missing in the achievement lists
The random skills on a new run when not re-selecting new skills are now shuffled again (v.1.0.2.0b)
Fixed crash on beach endless mode whan awakened tidal titan should spawn additional enemies (v.1.0.2.0c)
Fixed achievement unlock conditions for burning projectiles and burning cast (v.1.0.2.0d)
Join the community!
Want to report a bug or talk with fellow players about the game? You are invited to join our official disccord.
Enjoy some small Christmas aesthetics added to various spots in Just Act Natural!
Lee and I are working on big stuff for the new year, including new JAN content and a new game we're really excited to show in the new year. Thanks as always for your continued support. I love you. Marry me.
I hope everyone has a good Christmas/whatever holiday you celebrate :)
In this update, the localization of all languages was changed, some words that were not localized were also translated, please, if you replace the incorrect translation, write to us on discord, we will try to fix it
Fixed decimal points converted in an unintended ways for systems in certain OS language.
This error has been caused due to in some cultures, decimal separator is ',' instead of '.' There was an error in the conversion logic between floats, causing the separator ',' to not be recognized as a decimal separator. As a result, some decimals such as '0,25' has been recognized as '25,' which made 25% to be 2500%. This issue should have been fixed throughout the game, but I'll keep close attention to it.
Button to Discord and Twitter is now visible on Settings during adventure.
Increased relic description font size.
Fixed additional info window on arsenal reward is shown on right side when an arsenal reward is located on the fourth slot.
Event:
Place Once Called Home
Fixed board description not shown correctly when the node is hovered on.
Arsenal:
Grand Fanfare
Now appears on shop.
And Crowd Cheers: Fixed description stating that attack damage increases when damage resistance increases in reality.
Salvation Remedy
Now appears on shop.
Inugami Symphony
Croissant Cross: Increased attack damage from 6 to 8.
+ Training Dummy sprite changed + You can now set your username better (as in it's more interactive than just a dialogue box - Training Dummy is no longer controllable - Corrodon only has 1 phase + Hidden custom stage uploading was removed due to how broken it is - Brainiac down normal attack hitstun reduced (16-->8) + Brainiac neutral normal attack hitstun increased (1.5-->4) - Dunse neutral normal attack hitstun reduced (22-->16) - Dunse side normal attack hitstun reduced (35-->30) + Character portraits no longer make a hover sound when your mouse is over them, when they aren't visible + Training Dummy now heals when killed, and gives gold when killed + Added more sound effects - Can no longer force respawn both characters - Training dummy is now no longer controllable + Tutorial added + Corrodon, Abble, and Dunse no longer crash the game when dying, but instead return you to the main menu + Minor bug fixes
We have some great news for "Cats Love Boxes"! ːfofinoː
We are excited to announce that the soundtrack for "Cats Love Boxes" will be composed by the talented nobonoko! Known for his vibrant style that blends Picopop with the infectious rhythms of Synth Funk, nobonoko is preparing something special for this game.
You can check out one of the tracks right now:
And of course, if you enjoyed what you heard, be sure to subscribe to nobonoko's channel! There's a lot of excellent music to be discovered there!
We're striving to create a unique experience with "Cats Love Boxes", and we hope all of you will enjoy it as much as we love boxes!
Find the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below:
If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)
General Improvements:
General audio enhancements, tweaks and improvements.
Added a new command exclusively for coop multiplayer to enhance player immersion. Now, players can use the "Negative" command, located in the "Acknowledgement" submenu when aiming at the floor, wall, or empty space.
Improved the Ready up widget in the top left after a mission is selected.
Players can now spectate SWAT AI clearing a level autonomously in practice mode after death.
Bug Fixes:
Fixed various crashes
Fixed SWAT AI sometimes being sorted incorrectly when clearing, causing an officer with a shield to not go first
Fixed overlapping text in the replay viewer list UI
Fixed Maria Lopez’ character model on importer
Fixed loadout presets not properly applying to SWAT AI
Fixed game ending immediately when player dies in practice mode, making it impossible to spectate SWAT AI
Fixed some broken materials/textures on Sins of the Father
Fixed a few issues with cloth simulation
Removed an empty tooltip
Fixed CS Gas affecting AI and players through closed doors
Added some missing customization item preview images
Fixed game not properly pausing when player presses escape in the tutorial
Fixed skinning/weight for one of the gas station suspects
Fixed rare bug causing SWAT AI to surrender
Fixed SWAT AI being unable to search and secure rooms behind closed doors after Bring order to chaos objective has been completed
Fixed human shield civilians freezing in place after being killed/incapacitated
Fixed Commander Mode timers not advancing after player death
Fixed rare instances of gas mask overlay persisting after player death
Fixed simunition gun physics in the tutorial
Fixed hands disappearing for clients when returning to lobby in a multiplayer session
Possible fix for players rarely getting stuck in the healing animation
Fixed third person healing animations not playing
Fixed spawn point selection resetting when player changes their loadout or opens the tablet
Fixed clients copying the host’s customization loadout in multiplayer
Fixed crash reporter save files/mod deletion buttons
Fixed SWAT AI sometimes avoiding player’s aim unnecessarily
Fixed SWAT AI sometimes stopping too early when checking a closet/bed, which made them stop in a doorway
Fixed SWAT AI sometimes getting stuck on a stack up and breach when the door is locked
Fixed missing voiceline for C2 and Launcher command
Fixed rare instances of players being able to arrest AI from the front
Fixed suspect AI continuously blind firing when in cover
Possible fix for suspect AI aiming directly at a target’s head after not seeing them for a while
Fixed “Deploy Shield” command being visible even if the officer has no shield
Fixed a few issues with SWAT AI during autonomous mode
Fixed SWAT AI unable to continue with a breach if a door happens to block a stack up point
Fixed game not ending after SWAT AI autonomously cleared the level
Fixed snappy AI motion when surrendering due to them focusing on a player
Possible fix for SWAT van intro showing incorrect customization for clients in multiplayer
Fixed animation related issues for suspect/civilian AI fleeing from, or being stunned by, gas