Today's patch contains two fixes from bugs we spotted in a recent testing session:
One fixes the deserialization of a network message related to setting morphs on creatures
The second fixes a case where spawned creatures stay as ghosts and don't recover until a reload of the board.
That's all for now. Creature modding is still expected this week. We are having an internal meeting about it in a few hours. That means you can expect a post about the release by the end of today.
The eleventh scenery patch is now released with the following changes:
Editors
Fixed problem with route editor map view becoming unresponsive after adding a new chain but cancelling immediately
Fixed possible crash in route editor when left-clicking on things in the map view
Fixed crash in route editor when changing a node's model source to cutout speed limits while model ID is blank
Fixed route editor to update map view after removing things like nodes
Fixed possible broken animations when manually placing multiple instances of the same animated model
Removed option to merge a looping track into itself in route editor because it would crash
Disabled compression when saving data to files in order to make the process more robust
Changed file writing to automatically save a .backup copy of the previous file
Editor side panel
Fixed possible crash when selecting an option from the editor side panel
Fixed problem with side panel tree not responding correctly to mouse button clicks until after clicking at least once on the map view
Fixed problem with random tree item being highlighted after selecting an option from a list in the side panel
Fixed editor side panel to scroll back to the correct position after selecting an option
Fixed bug where a new child node added via the side panel would not appear correctly
Renamed side panel bottom edge "Add" button to "OK" since "Add" doesn't make sense in some contexts
Signalling
Fixed possible crash in signaller AI
Fixed signaller AI to not clear a signal if the signal section overlaps an earlier cleared section (which might lead to conflicting route setting at junctions in looping tracks)
Added option to create a fixed distant (one that always shows "caution")
Added option to link a distant to the next signal only, effectively creating a repeater
Added "SigRoutes" to the route editor side panel when the properties of a signal are opened. These represent the possible paths from that signal onwards to other signals or track sections/ends that can be cleared
Added signal option to disable the automatic update of sigroutes
Custom signal models
Added option to hide the default models of signals and distants
Added function to create the equivalent default model of a signal or distant as plain editable nodes and animations
Added entity ID field to node animation data for linking the animation variables to a particular object like a signal or a distant
Changed distant and signal descriptions to include the entity ID in the editor side panel
Added GWR siding arm model to the built-in library
Miscellaneous
Fixed possible crash when loading a route
Fixed possible crash when generating LODs
Fixed crash when loading a packed model that has invalid file path characters in its ID
Fixed possible crash when loading a packed model with high number of vertices
Fixed cutout speed limit signs: reshaped '6', rescaled '7' and restored old thinner and more realistic arrows
Reduced memory consumption of the terrain system
Added low memory notification
The picture shows a custom tall semaphore with co-acting arms for visibility. Screenshot from a work-in-progress route mod.
What's next?
The next major update will be the gameplay update (more on that later), and smaller patches as required.
1. **Transfer Contents**: - This transfer service will only include the player's VIP level and historical recharge gold coin information. - Other in-game data, such as game progress, items, cards, equipment, etc., will not be transferred. - Please ensure you have properly handled this information before deciding to transfer.
2. **Original Account Handling**: - After the transfer, the original Chinese version game account will be deleted. - Please make sure to back up all necessary information before submitting the transfer application and ensure you no longer need the original account.
3. **Updated Transfer Process**: - Before submitting the transfer application, you need to create a new game account on the target server (the server you wish to transfer to). - Click to switch to the registration interface, select the desired server, fill in the nickname of the new character's account that has already been registered, and click to register. If successful, you can see the operation result in the status interface. If you fill in the wrong information, clicking to register again will update it.
4. **Important Reminders**: - Please ensure you have fully understood and accepted all the terms and conditions of this transfer service before submitting the transfer application. - Once the transfer service is completed, it cannot be reversed or restored to its original state. - Before proceeding with the transfer, please make sure to create a new game account on the target server as the transfer process will associate your VIP level and historical recharge gold coin information with that new account. If an account is not created in advance, the transfer cannot be completed. - The account transfer application period is limited to February 27, 2024, through March 3, 2024.
After performing well on the beta branch, patch 2.4.3 is now live on the default main branch.
We've fixed a few bugs (like the station-says-I'm-docked-but-I'm-not-actually-docked-what-the-hell-is-happening-bug) and implemented a workaround for an AMD driver crash.
UI
Improved consistency of subsystem tooltip descriptions
Bugfixes
Fixed an issue where client and server disagreed about docking state (This should resolve cases where the ship was shown as docked but various menus sent errors about not being docked)
Implemented a workaround for an AMD GPU driver issue
Fixed an issue where ancient gates could be connected to world boss sectors
Fixed an issue where it was possible to give orders meant for ships to stations
Fixed a crash when a station was ordered to support a ship and the ship left the sector
Fixed an issue where boss health bars were visible in build mode
Fixed a crash related to destroyed entities in scrapyard sectors
Fixed an issue where a tooltip obstructed the confirmation dialog when removing a subsystem with shift-click
More details about the AMD driver situation can be found in the previous Beta-Branch Announcement
- After Diana has been squished and you're done talking to the detective, you can go back to her and choose the bad ending to replay the any of the two death scenes.
- Player not being eaten by detective bug patched.