Patch Notes |
Changelog for v. Furious Koala January 26, 2014 in Featured, News You can find these patch notes on the launcher screen, but I thought I’d paste ‘em here for easy access. We’re aware there may be issues with a Steam update crashing the Mac build at the moment! It’s an issue with Steam– disable the Steam overlay to fix it in the meantime. Also hot-fixing an issue that causes stutter for people on lower-end computers and making the unpacker safer to use. Patch really soon (like today, not a month from now). Changelog for v. Furious Koala 26/01/2014 Hey there Stargazers and Sports Racers, it’s been quite some time since the last patch, and we have some very large changes dropping this release. Code Changes: ◦ Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again. ◦Related, we now have a proper versioning system for save files. ◦Added difficulty levels and permadeath characters to the game. ◦Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution. ◦This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.) ◦Fix some graphical glitches with the wire nodes. ◦Fixed some pretty nasty deadlocking bugs with networking. ◦Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug. ◦Fixed various crash bugs related to a number of different issues (more specifics listed in “Info About the Upcoming Patch“– thanks for the bug reports, keep em coming) ◦Speed up improvements with falling sand and other projectiles. ◦More efficient databases storage layout. ◦Documentation for lua functions have been written, and we’re going to release them soonish. ◦Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now. ◦Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles. ◦Other minor things, too numerous to list here (see “Info About the Upcoming Patch“). Fun Changes: ◦It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time. ◦PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though. ◦All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears. ◦New Monster attacks (gravity slam! gust attacks! other stuff!) ◦Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.) ◦We’ve put in new Techs (such as a Glitch Mech). ◦New biome type enabled. Savannah. ◦Boss Lore! ◦No more eating bandages and stims, they have their own thing now. ◦Better, more featureful .abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!) ◦Made NPC chatter more configurable and slightly more varied. ◦Added new objects (such as lava biome treasure chests). ◦Added new items (like nightsticks and bone saws). ◦Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds. ◦Making cool down times actually matter without slowing down combat. Also fine tuned their hit boxes. ◦Viking helmet? Viking helmet. ◦Watch out for landmines. ◦Various changes to treasure drop pools (like Avian Guards actually dropping their guns…) ◦Minor tweaks to existing armors to make them look better. ◦Medieval Furnace now actually acts like a Furnace. (Rejoice). ◦Graphical upgrades to some existing plants, and new plants. ◦Lots more secret stuff! :OOO
Posted by bobbylite
Jan 26, 2014 8:04 PM
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