V4.2.1 Hotfix Patch Notes - March 7th (PC - Windows/Linux/Mac)
General:
Enabled the 5 new leaderboard specific achievements to be progressed while playing the weekend Challenge Event (Standard achievements are still disabled in this mode):
“Bloom Where You’re Planted”
“Growth Mindset”
“Johnny Dungeonseed”
“Reap What You Sow”
“Sprouts”
Added prompt when selecting locked race/class combinations to notify which achievement needs to be unlocked
Modding/Translations:
Added higher resolution texture mod support:
Using new file /data/tiles.json
Include this file and modify the line ‘tile_texture_size’ when creating higher resolution texture mods.
Added translation mod support for introduction/story sequences:
Files are in /data/story/ folder
Improved translation mod support for books:
Using new file /lang/book_names.json
To translate book content, edit the .txt files in /books/ folder but do not change the filename
To translate book names, edit the new /lang/book_names.json with your translated names in the right hand side
Bugfixes:
Fixed crash on Conjurer Skeleton level up on Linux/Mac
Fixed One-Shot Challenge character selection defaulting to Barbarian when the class choice was predetermined
Fixed Wanted effect from Bandit Mask disappearing on entering Hamlet
Fixed “Bloom Where You’re Planted” achievement not triggering correctly for follower kills
Fixed “Comedian” achievement not triggering while wearing Funny Bones’ eyepatch
Fixed crash when unloading translation mods with edited books
A major bug was found in 0.1.42 when running in flat-screen mode where the HUD does not turn on at all. Will properly hot-fix, but have reverted the build for now...
***Added landing assist. You can now activate landing assist to get real-time information on where you will land under the canopy based on current heading and inputs. (in beta) ***Added ability to turn on/off landing assist. ***Added more feedback for hand position in the tutorial while guiding the canopy through the rings ***Visual enhancements and optimizations ***Cutaway and Reserve functionality for non-VR (Steam only)
We are excited to push our first update to steam bringing major improvements to Betrayed. This has been exciting for us as we are getting used to all the tech behind steams platform and it's update process!
So whats actually new? Lets dive into it and look at the fixes, additions, and changes:
Fixes:
Colt muzzle flash in wrong orientation
Fixed glitching through ceiling when crouching while jumping
Fixed server settings not updating when joining later into the lobby
High Noon: Traitor door not opening low enough for player to walk in
The Office: Fixed carpet glitching next to server room
The Office: Fixed glitching floor in bathroom
The Office: Fixed wrong door size on emergency exit
Outlines for intractable objects visible to all players
Fixed "ready" check mark in lobby not showing proper next to player name
Pirate Bay: Fixed tree LOD glitching
Fixed vault being usable by multiple players at once
Changes:
High Noon: Adjusted radius of different sounds
Updated Betrayed logo
The Office: Edited roof layout to enable player to reach upper level
The Office: Fixed performance issue with CCTV camera
Fortress: Removed Kill-Z in favor of new implemented fall damage
Fortress: Changed map post processing
New logo shown in loading screen
The Office: Cars now moving along spline + variation of 12 instead of 4 colors
Removed debugging messages
Additions:
Added fall damage
Game Settings: "General" and "Map" Setting changes will now be displayed for the clients
"Settings" button in ESC menu now functional.
Added icons for items in character customizer
Added custom cursor style
Added NPC chicken to game + Reset of chicken at round start
Added more game settings
Map queue showing correctly in game lobby
Countdown shown if player is in prison
Option to zoom into head in character customizer
Added key-bind to open traitor menu
Added sound settings into the game
Added map voting system at end of game
Added leaderboard/scoreboard at end of round
Added logic to switch to voted map at end of voting time
Implemented functional Steam account showing in main menu
Implemented ability for traitor to buy and equip traitor tools/weapons
Others:
Created "The Office" map teaser trailer. Go check that out!
And that's it for the moment. Let us know what you think. If you find any bugs or issues, please let us know so we can address these and get another update out as soon as possible.
Memory Usage I did an analysis of the memory used by the program to determine if there was any significant leakage or overuse.
All the big memory consumers in the game were accounted for. There were a few surprises.
It surprised me that initializing the OpenAL sound system used up 500MB of memory. That was simply initializing the system, without loading any of my own sound files.
It also surprised me that each atom manager used 100MB of memory. They contain very few variables and a couple of thread objects. I presume the thread objects were responsible for the overhead. You can control the number of these. The default on my system was 10, which used up 1GB of memory.
I loaded a game that has several cities in multiple solar systems, with spacecraft flying around harvesting things. This game ran all night long. In the morning the overall memory usage was not significantly higher than when I went to bed. I do not believe there is a memory leak, at least not a large one.
As a game develops, memory usage soon approaches 4GB resident, with that much or more in virtual memory. A 32 bit computer can only address up to 4GB of memory so I decided not to bother building a 32 bit version of the game after the update today. Today's update will be the last 32 bit build unless someone speaks up.
Item Models A few commodity items did not have models to represent them in the game. Some items needed an update to their model.
These things now have new or updated 3D models.
Adamantine
Adamantite
Blueprints
Borexino Precipitate
Certificate for Spacecraft Title
Computer
Dynamite
Gold
Gold Ore
Gold Ring
Ice Cream
Microscope
Myrasplicer
Nanopath Calibrator
Nuclear Fuel Rod
Plutonium
Red, Green and Blue Binders
Storage Crystal
Tesloid Dissipator
Thumb Drive
Dynamite Fuse It would be fun if the dynamite looked lit.
Dynamite fuse now has a burning sprite when lit and when carried as your current item. It also emits light.
Smoke in Dynamite Crater Not Toxic I created a few craters with dynamite. The smoke inside was not toxic.
Fixed an altitude bug that affected craters that were some distance above sea level.
Building Under Construction Bug Airport was under construction. I could open the front door and walk inside.
Fixed. Building controls no longer respond until the building construction is completed.
Building Page Update Bug Current item selection is lost on the Building page when it updates anything.
Fixed.
Store Page Update Bug Store page loses current item selection if the item list updates.
Fixed.
Vegemite Vegemite should be added as a commodity.
Done. I'm afraid the process for making it isn't very accurate as we do not have brewer's yeast as a commodity. I substituted beer since that at least requires a brewer.
Sensor Bug The officer decided to attack an asteroid far out in deep space. I could not see it on the sensor screen. How did he know it was there?
The ship I was aboard had a huge sensor range. Fixed sensor station maximum range to accommodate sensor range of the ship.
Sensor Lock On Bug Sensor lock on reticle is red when locked onto an asteroid. When I switch to the command station the reticle turns blue and loses its target.
Fixed.
Asteroid Dust Approaching an asteroid, the dust cloud sprites are small until I get close then they fill the area like they are supposed to.
Fixed.
Asteroid Approach Crew does a really bad job of approaching an asteroid when told to attack. They fall in behind it and pace it too far away to fire at it.
Fixed.
Pilot Stop Bug Pilot used to just coast ahead when mission was stopped. Now he turns the ship. This is annoying. I want to shoot the pilot.
Fixed.
Aquatic Plant Fade Aquatic plants should not fade into view like surface plants. The alpha blend doesn't work with the water and it makes a sudden black spot instead. That is distracting.
Fixed.
Door Button Icon When I look at a door on a ship or building an on-screen button appears to operate the door. It would be nice if the icon on the button matched the type of door I am looking at.
Microsoft Flight Simulator (2020) 40th Anniversary Edition - Ink
Earlier today, we released a new beta build (1.37.7.0) for all players enrolled in the Sim Update 15 (SU_15) beta test. You can see the release notes on our forums here.
As always, we'd like to thank the players who continually provide invaluable feedback during these beta tests. Be sure to share your feedback on our forums here.
Also today, we released updates to three Local Legends/Famous Flyers: the Bell 47J Ranger, Junkers F 13, and Mitsubishi Heavy Industries MU-2. These updates are available to download now from the in-sim Content Manager. The release notes are on our forums here.
Our next Developer Livestream is scheduled for March 13 at 10:30am PT (1730 UTC)! As always, it will be hosted on our official Twitch channel, so please follow it if you are not already to receive notifications whenever we go live.
If you missed the opportunity to pre-submit a question in advance, our panel will be taking live questions from Twitch chat during the event, so be sure to attend.
In order to accelerate development and mainly start monetizing the project, I decided to separate Comando Rio from AfterImpaKt.
I recently left my day job, where I capitalized to finance my games. Therefore, I need money coming in as quickly as possible to cover the costs of the game.
It doesn't make sense to start campaigns about AfterImpaKt knowing that it would need to have at least a few Worlds working to justify the start of sales, and above all to be honest with my players. As it is a very big and bold project for one person to do alone, this would take a long time, so I decided to separate them into two projects.
Comando Rio will be simpler and faster to develop, and will be the first step towards creation from AfterImpaKt in the future. In addition to taking advantage of the Call of Duty Rio Hype and player base.
Also with the money earned at Comando Rio, I will be able to work even better at AfterImpaKt, because in none of the projects I want to release something desperately rushed just to start receiving, this will not happen as it is against my principles.
It may even be that in the distant future, Comando Rio will be incorporated again into AfterImpaKt, which has as its premise several completely different FPS games that merge over time, so nothing will stop us from having to face [ b]Aliens [/b]or Zombies in the favelas of Rio further on.
With this, AfterImpaKt will be on standby until Comando Rio grow enough to finance the big and final project of my life, which is AfterImpaKt.
I hope you understand why, and thank you to everyone who is eager to start playing my new creations.