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1.27 patch 4

Hello :)

[h2]Added[/h2]
  • Excalibur
  • Blood splats on dismemberment
  • Some new dismemberment sounds (new tear sfx and blood dripping sounds)
  • New procedural shatter masks


[h2]Changed[/h2]
  • Increased visible damage on dismember
  • Adhesive coupler no longer sticks to phase-linked objects


[h2]Fixed[/h2]
  • Objects that were previously incorrectly unaffected by time scale or volume settings are now fixed
  • Energy sword boiling effect underwater


[h2]FIRST POST OF 2024![/h2]

People Playground Person Plush from Makeship



We're doing a thing with Makeship for a human plushie. I think they look cute. The campaign launches today (27th) and I hope this means a bunch of you are going to be throwing around ragdolls in real life as well.

[h2]Get them on Makeship here![/h2]



[hr][/hr]

Anyway here's the updates I haven't yet talked about:

[h3]1.27.3 - October 25 2023[/h3]

Changed
  • Lowered pain response when shot
  • Lowered adrenaline persistence
  • Increased chance of loss of consciousness when shot
  • Minor improvements to bleeding particles
Fixed
  • Bleeding particle direction being fucked
  • Selection hover thing when laying wires
Removed
  • Foot collider extension


[h3]1.27.2 - October 23 2023[/h3]

Fixed
  • Minor bug fixes :)


[h3]1.27.1 - October 21 2023[/h3]

Fixed
  • Flamethrower and fire extinguisher recoil being wrong when flipped
  • Explosive radius flashing when spawning explosive

People Playground 1.27



[h2]If you are having issues with your camera, uninstall Cloddymod.[/h2]

1.27 - October 21 2023


[h2]Added[/h2]

  • New map: Reactor A5
  • Decoupler
  • Adhesive Coupler
  • Pointer
  • Counter
  • Office Chair
  • Office Desk
  • Office Computer
  • Office Monitor
  • Naval Mine
  • Chain
  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, Timed Gate, and pistons
  • Blunt impact can now emit blood particles
  • Blunt impact have a chance to cut the skin open
  • Sound effects for bullet cracks and whizzes.
  • Grid and angle snap size settings with optional keybinds
  • Bus window can shatter
  • Some ambient sounds in the main menu
  • "Artery sections", where cuts and shots will emit a larger, more focused bloodstream


[h2]Changed[/h2]

  • Bullet holes age more visibly and eventually cause larger bruises
  • Casing ejection particles no longer scale with the weapon
  • Closed suspicious mod rejection loophole
  • Made tempered glass shatter quicker
  • Changed map selection buttons
  • The hand grenade now correctly loses its pin and lever when armed
  • Increased default physics iterations to 32
  • Increased maximum physics iteration count to 256
  • Increased minimum physics iteration count to 8
  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
  • Improved fragmentation explosion crushing behaviour
  • Organisms can now fully restore their blood levels on their own
  • Missile Launcher missile will now explode when shot with a sufficiently large round
  • Increased headshot fatality rate
  • Slightly increased bullet knockback force
  • Made sentry turret AI more consistent
  • Doubled the lethality of the landmine
  • Changed water surface explosion SFX
  • Lowered wood bullet impact volume
  • Increased ricochet sfx spread
  • Reduced blood impact mist
  • The flamethrower and fire extinguisher now has slight recoil
  • Updated several item descriptions to color code different types of signals
  • Made detail view explosive killzone a vector image


[h2]Fixed[/h2]

  • Mods occasionally failing to upload
  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
  • Humans could live having all their blood replaced with a tasty beverage
  • Zombies healing wounds
  • Cardiopulmonary bypass machine collision serialisation working incorrectly
  • Attachments detaching when weapon is activated using activator electrode
  • Incorrect servo description
  • Immobility field - sentry turret interaction weirdness
  • Heart rate monitor showing 70 bpm when it shouldn't
  • Broken plate debris not showing up when flipped
  • Some more safety
  • EscapeRichText loophole


[hr][/hr]

I expect a few hour-after patches lmao

Originally posted by Me

I need to remind myself to never
make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.


... is what I said after 1.26 after which I decided to create the most elaborate map so far. I can't promise anything, but I'll try harder to make updates a little smaller and more frequent. I hope. Thank you for your patience (if you had any).

1.27 preview



Preview 1.27 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.

Note that this build does not include the activation rewrite.

This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.


[h2]Added[/h2]
  • New map: Reactor A5
  • Decoupler
  • Office Chair
  • Office Desk
  • Office Computer
  • Office Monitor
  • Naval Mine
  • Chain
  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
  • Blunt impact can now emit blood particles
  • Blunt impact have a chance to cut the skin open
  • Sound effects for bullet cracks and whizzes.
  • Grid and angle snap size settings with optional keybinds
  • Bus window can shatter


[h2]Changed[/h2]
  • Casing ejection particles no longer scale with the weapon
  • Closed suspicious mod rejection loophole
  • Made tempered glass shatter quicker
  • Increased default physics iterations to 32
  • Increased maximum physics iteration count to 256
  • Increased minimum physics iteration count to 8
  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
  • Improved fragmentation explosion crushing behaviour
  • Organisms can now fully restore their blood levels on their own
  • Missile Launcher missile will now explode when shot with a sufficiently large round
  • Increased headshot fatality rate
  • Slightly increased bullet knockback force
  • Made sentry turret AI more consistent
  • Doubled the lethality of the landmine
  • Changed water surface explosion SFX


[h2]Fixed[/h2]
  • Mods occasionally failing to upload
  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
  • Humans could live having all their blood replaced with a tasty beverage
  • Zombies healing wounds
  • Cardiopulmonary bypass machine collision serialisation working incorrectly
  • Attachments detaching when weapon is activated using activator electrode
  • Incorrect servo description
  • Immobility field - sentry turret interaction weirdness
  • Heartrate monitor showing 70 bpm when it shouldn't
  • Broken plate debris not showing up when flipped
  • EscapeRichText loophole


Recent changes, in case you didn't know


Hello everyone. Sorry if you expected a fantastic content-filled update today, this is just a list of every update since 1.26 because I noticed not everyone was aware that the game is always being updated, whether it shows up on Steam News or not.

If you want to stay up to date (for real) then you're better off joining the Discord server or reading the blog. Steam News is cool and everything but it exists in a weird limbo between the immediate interactivity of Discord and the complete lack of it on the blog. There is information on there that isn't available anywhere else.

[hr][/hr]
1.26.6 - March 4 2023


[h2]Added[/h2]
  • Some extra checks when uploading items to the Workshop to prevent unclear failures
  • When a mod is uploaded from within the game, it is modified slightly to make it harder to blatantly reupload
  • Limb.StrengthMultipliers, a float array that is used to adjust the final motor strength of the limb. Empty by default.


[h2]Changed[/h2]
  • Renamed "Blood vessel wire" to "Liquid conduit"
  • Objects held by humans (etc.) will no longer collide with the human until it is distant enough or 15 seconds have passed. This prevents, for example, dropped weapons from freaking out when its wielder is killed.


[h2]Fixed[/h2]
  • Layer editor showing up when it shouldn't


1.26.5 - February 15 2023

[h2]Added[/h2]

  • WaterBehaviour.Ignore, IgnoreObject(gm), and StopIgnoringObject(gm)
  • You can now toggle the detector beam visibility in the context menu and added a enabled light


[h2]Changed[/h2]
  • Increased EMP chance for regular atom bomb


[h2]Fixed[/h2]
  • That wire layering bug when editing layers
  • Organism temperature response being way too abrupt
  • EMP from nuclear weapons not passing through objects for some reason


1.26.4 - January 22 2023


[h2]Changed[/h2]
  • For modders: the Lasered message is now OnLasered and takes a Messages.ILasered.LaserArgs as a parameter. Please implement the Messages.ILasered interface.
  • You can double click a mod to toggle it


[h2]Fixed[/h2]
  • Map objects occasionally creating spawn particles
  • Tank tank problems (Tank)
  • Some UI problems


1.26.3 - January 18 2023


[h2]Added[/h2]
  • Laser receiver double trigger
  • Suspicious mods can now be "trusted". Observe.
  • Mods can now come with a README.txt, which can contain TMP rich text which will be displayed on the right side of the mod list screen. Think of it as an extended description. More information on the wiki.


[h2]Changed[/h2]
  • Minor tweaks to body temperature management (body is now less effective at resisting external heat than it is external cold)
  • Being on fire causes skin damage and is less likely to cause someone to lose consciousness
  • Organisms burn longer


[h2]Fixed[/h2]
  • PPG modding wiki bug fix to do with rendering method overloads
  • Thermal vision display not showing lava temperature
  • Broken limbs incorrectly invoking damage functions (leading to a stopped heart not being lethal occasionally)
  • Procedural fragments disappearing after every limb is crushed


1.26.2 - January 5 2023


[h2]Added[/h2]
  • Thermal vision now also displays the temperature of the object under the cursor


[h2]Fixed[/h2]
  • Weapon attachment undo
  • Red barrel fire now takes no-collide into account
  • Gore fragments are now always removed with the organism
  • awdawdawdawd


1.26.1 - December 31 2022 🎆


[h2]Changed[/h2]
  • Explosive barrels will no longer ignite obstructed objects
  • Wrench description is now more accurate


[h2]Fixed[/h2]
  • Layering issues regarding objects with multiple sprites (lagboxes, ion cannons, etc.)
  • Syringes behaving incorrectly if pasted/loaded while lodged into a liquid container
  • Attachment point blob in detail mode being visible at the wrong time
  • Flare showing spawn particles on use, sometimes
  • Deflated tyre appearing inflated after deserialisation
  • Organisms slowly descending if the surface they stood on is disintegrated or otherwise removed unexpectedly