Surviving the Abyss - Update 1.0.4 - Patch Notes
[p]Hey all,
Firstly we'd like to apologise for the longer than anticipated wait for the next update. It's taken us some time to put a team in place to continue work on the project.
This update has been concerned with fixing and improving UI, UX, balancing and performance following the 1.0 release.
We have another update in the works, which we'll give an ETA on soon.
Changelog:
[/p]
Firstly we'd like to apologise for the longer than anticipated wait for the next update. It's taken us some time to put a team in place to continue work on the project.
This update has been concerned with fixing and improving UI, UX, balancing and performance following the 1.0 release.
We have another update in the works, which we'll give an ETA on soon.
Changelog:
[/p]
- [p]Events:[/p][p]- Added new emergent events with varying outcomes and prerequisites: Blood in the Water, Unknown Signal, Worship Ritual.[/p][p]- Next events in event chains now fire before any new additional event threads are fired[/p][p][/p]
- [p]UI:[/p][p]- Change the building cost prefab to now display "current resource amount / required resource amount" - Improved visibility of resource costs (appears when hovering a building in the building menu)[/p][p]- Updating wording, grammar on all notifications[/p][p]- Sonar beacon UI now animates and wobbles during placement[/p][p]- Various button highlights updated and button audio firing for some missing buttons + Tooltip positions for various buttons updated[/p][p]- Replaced various icons with clearer iconography and higher resolution[/p][p]- Fix broken padding onvarious panels[/p][p] [/p]
- [p]Performance[/p][p]- Update various material render orders to get more batching[/p][p]- More aggressive terrain culling, increased terrain pixel error, simplify terrain generator for faster loading.[/p][p]- Swap out various horizontal layout groups for 1 single combined icon[/p][p]- Slightly increased starting food amounts for normal game mode[/p][p]- Slightly reduce wait time before first objective appears, reduction in wait time between all objectives[/p][p] [/p]
- [p]Balancing[/p][p]- +5% extraction speed for building resources (improving recovery when player runs low on resource stockpiles)[/p][p]- Increase anomaly aggression in 'Drowning Depths' Scenario[/p][p]- Adjusting spawn rates of various items across all biomes[/p][p][/p]
- [p]Visual:[/p][p]- Updated AoE Shaders to use normal resolution rendering path (previously set to low res)[/p][p]- Building alignment indicators now render on top of everything, height set to middle of tunnel height, correctly set length on diagonal connections[/p][p]- Reposition all docking points on to be at same position and symmetrical
[/p]