Early Access Update V0.8.7.3
In this update, we unlock a new feature that can be used for customizing your vehicle by accessing the garage via the caravan PC.
Please note, that this is only the beginning of the garage and while you can only customize engine, tires, and paint for now - many more options are on the way, including improvements to the actual Garage U.I.
Main features:
Improvements:
Bug fixes:
Detail additions/Fixes:
Optimizations:
And that's all for now! I'll be back on the 24th with a new surprise that I am very excited to launch.
Happy hunting/driving, and speak soon!
Please note, that this is only the beginning of the garage and while you can only customize engine, tires, and paint for now - many more options are on the way, including improvements to the actual Garage U.I.
Main features:
- A new vehicle garage is now available through the PC in your caravan.
- 24 different paint jobs can be purchased for your vehicle.
- Tires can be upgraded to special anti-slip tires that improve grip by over 200%.
- The engine can be upgraded to level 2, increasing maximum torque.
- New accessories, decals, and other unlockable items will soon be available for purchase in upcoming updates.
- 2 new achievements are available to unlock.
- Various vehicle-related fixes and general quality-of-life improvements have been implemented.
Improvements:
- Increased poacher perception radius in locations with large flat planes and less dense vegetation for more realistic battle scenarios.
- Enemy hearing improvements.
- Improved poachers ability to hear which direction a shot came from if one of their teammates is killed with a sniper rifle from a distance, to prevent making it possible to camp and take out an entire squad with little to no effort.
- Improved poacher ragdoll death animation.
- Improved sniper rifle sprint animation position.
- Improved quality of rendering material for garbage bin found outside caravan.
- Improved drone charging station metal material appearance quality.
Bug fixes:
- Fixed an issue where the vehicle would shoot into the air when crouched on while stationary.
- Fixed goat/zebra ragdolls going invisible if you get too close as a result of a previous optimization.
- Fixed animal and poachers getting stuck when accidentally walking into your vehicle while it is stationary.
- Fixed another small issue with an invisible cigar collider causing the legendary ostrich to not run smoothly.
- Fixed a major issue with ragdolls that caused ragdolls to shoot up in the air if physics collisions occurred. A side effect of this is that dead animals/enemies can no longer be dragged, however since there is no stealth mechanic related to enemies seeing other dead enemies - body dragging is not required.
- Fixed issue with Field Of View preview not updating properly when first loading into main settings menu pre-game.
- Fixed reverse issues with vehicle that made it easier to get stuck after a head-on collision with thin static geometry such as tree trunks.
- Fixed issue that can cause the sniper scope effect to be overlayed onto a different weapon (even the radio) if the player zooms in as a weapon is switching.
- Fixed an issue causing leaderboard in main menu to not load since upgrading scripting backend to IL2CPP
Detail additions/Fixes:
- Fixed ugly terrain texture seam located near shebeen/bar.
- Improved smoothing appearance of arcade machine in shebeen.
- Improved shebeen electrical outlets.
- Removed some intersecting bushes stuck in a rock that looked ridiculous.
- Improved appearance of white borders around certain grass textures.
- Did some more work on covering exposed tree mesh bottoms with terrain detail where applicable.
- Did some more texture painting work on various parts of the terrain for better blending and realism.
Optimizations:
- Improved rendering framerate inside shebeen/bar.
- Optimized the (now rare) Combat Shotgun normal map.
- Removed an unnecessary basket detail from main menu scene.
- Fixed garbage collection issue caused by vehicle tail lights that aren't even being used but was reallocation a new material instance every frame while using the truck.
- Changed ranger walkie-talkie radio to a new radio model that isn't 2 million vertices, this is temporary while re-topologizing the old model but by reducing a model from 2 million vertices to 4,000 we not only improve rendering performance but general application memory pressure.
- Converted more animator strings into integer hashes for optimized animation state calling.
- Updated SteamWorks.NET library to a later version.
And that's all for now! I'll be back on the 24th with a new surprise that I am very excited to launch.
Happy hunting/driving, and speak soon!