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Saleblazers News

Hotfix v0.14.4.20

This is a small hotfix to resolve a rare infinite loading issue during the employee simulation.

[h3]🛠️ General Fixes[/h3]
  • Resolved rare infinite loading issue when teleporting into an employee simulation
  • Fixed a roof piece that was cutting too much nav mesh
  • Fixed a rare case where your loaded HP was capped to the max starting HP

Hotfix v0.14.4.19

This is a small hotfix to resolve issues when mopping customers as well as provide a decent GPU optimization.

[h3]➡️ Changes[/h3]
  • Updated lockpicking minigame UI


[h3]⚙️ Optimizations[/h3]
  • Removed a particle that would take up a lot of GPU resources that would scale with resolution


[h3]🛠️ General Fixes[/h3]
  • Fixed castle doorway being unable to be placed in certain situations
  • Fixed customers being unable to move after being mopped

v0.14.4.17 - Melee Combat Balancing

This is a small patch to improve melee attack handling, to address a specific scenario where customers would spawn in larger groups than intended, and to slightly improve AI pathfinding around doors.

We anticipate that this will be the last patch before our next content update. We're currently in the testing phase of the next patch, so hopefully we'll be able to release it next week!

[h3]➡️ Changes[/h3]
  • Melee attacks will now push enemies away from where you're facing for more consistent melee gameplay (you can choose where to push NPCs much more easily now, especially with a large pole or furniture weapon)
  • Melee attacks deal more stagger to NPCs than to players
  • NPC lunge behavior tweaked to be more subtle
  • Spinning rotation removed from melee lunges
  • All self damage on melee hits reduced to 1 (previously it would be as high as 20 for some items)
  • Sword and katana movesets are now faster
  • Sword and box movesets now have more pushback to avoid awkward fights that are too close up
  • Reduced delay between switching weapons as client especially when using the mouse scroll wheel
  • Added new quest accepted and quest completed sounds
  • Quest notifications will now queue up quest accepted/completed UI instead of only displaying quest updated UI
  • Crab hitbox adjusted to be taller so that they're easier to hit
  • Updated Rune and Totem sounds
  • Apex combat behavior changed to leap less often
  • Updated some crafting VFX
  • Improved several cutscene camera angles in prologue
  • Improved AI pathfinding in prologue


[h3]🛠️ General Fixes[/h3]
  • Fixed a rare case where customers would spawn in a large group upon returning to the shop
  • Fixed a few more cases where enemy AI would pass or chase through doors when they shouldn't
  • Fixed melee weapon XP curve being incorrect, causing leveling up in later levels to be harder than intended
  • Fixed player eyes being closed when in cutscenes
  • Fixed camera spinning when starting lockpicking minigame
  • Fixed player turrets not respecting factions properly

Hotfix v0.14.4.16

This is a small hotfix to improve AI pathfinding.

[h3]➡️ Changes[/h3]
  • Improved player building detection for disallowing enemy spawns
  • Reduced chance of NPCs phasing through walls and doors in multiple scenarios (we are still looking into a final case, which we will push after more testing)
  • Doors should now properly cut nav mesh pathing in player built structures even outside the shop
  • Relaxed enemy spawning rules when teleporting into an enemy infested area


[h3]🛠️ General Fixes[/h3]
  • Adjusted some LOD pop in Zena's Stronghold trenches
  • Fixed a rare case of items not saving attributes properly

Hotfix v0.14.4.15

[h3]➡️ Changes[/h3]
  • Enemies should no longer spawn inside player built structures even if they are constructed outside of the shop plot
  • Added a small boost to near visibility at night
  • Increased base customer budget amounts
  • Customers take less time to use ATMs
  • ATMs now give 6x starting budget instead of 1x starting budget to customers that use them
  • PVP invasions are set to off by default temporarily as we balance them
  • Death boxes will no longer have physics enabled so that they don't roll down hills or fall through terrain
  • You can now continue attacking beyond the last hit of a weapon melee combo without needing to wait for the animation to end
  • Improved bullet trail interpolation and impact positioning


[h3]⚙️ Optimizations[/h3]
  • Optimized some meshes in Zena's Stronghold trenches


[h3]🛠️ General Fixes[/h3]
  • Fixed being unable to block if it's the last hit in the melee combo in certain situations
  • Fixed more cases that would make employee simulations inaccurate
  • Fixed some floating and scaled props in Zena's Stronghold trenches
  • Fixed some mesh LOD issues in New Bedstone
  • Removed Revenge encounter for several quest NPCs
  • Fixed edge case crime scenario that caused police to stand still
  • Fixed a case where a random encounter NPC was not wearing the proper clothes
  • Fixed Garand and Sawed Off turret names being incorrect in research tree
  • Fixed Kazai Village food shop selling consumables at higher rarities than intended
  • Fixed gray water in world map
  • Fixed a few missing icons in character customization UI
  • Fixed various code exceptions